Thinking of getting ipad ready! Know the facts

JamesZeppelinJamesZeppelin Member Posts: 1,927
edited November -1 in Working with GS (Mac)
So, a lot of us know this but i wanted to make sure everyone sees the info.
It ca be a pain navigating through the dev site.

Looks like they have lifted the orientation requirement with the release of 3.2 beta

I quoted my favorite part and pasted the link to the full UI guidelines.
EVERYONE SHOULD READ EVERY WORD OF EVERY SECTION HERE.
You may have to log in then re-paste this link as the dev is a little funky about staying logged in on every tab.

http://developer.apple.com/iphone/prerelease/library/documentation/General/Conceptual/iPadHIG/DesignGuidelines/DesignGuidelines.html#//apple_ref/doc/uid/TP40009446-CH3-SW3

"Maintain focus on the primary content. This is your highest priority. People use your application to view and interact with the content they care about. Altering the focus on that content in different orientations can make people feel that they’ve lost control over the application.

Consider changing how you display auxiliary information or functionality. Although you should make sure that the most important content is always in focus, you can respond to rotation by changing how you provide secondary content."

Comments

  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    iPad Platform Characteristics

    iPad introduces new platform characteristics that have a significant impact on your application’s user interface:

    A large screen size of 1024 x 768 pixels.
    No default or user-expected orientation.
    The option for users to plug in an external keyboard and use it in place of the onscreen keyboard.
    The ability for users to dock the device.
    To help you get your bearings, note that iPad and iPhone share the following platform characteristics:

    Memory is limited.
    One application runs at a time.
    Preferences are available in the Settings application.
    Device orientation can change.
    Onscreen user help is minimal and understated.
    Applications respond to manual gestures, not mouse clicks.
    Native, web-only, and hybrid software run on the device.
    Artwork has a standard bit depth, specifically: 24 bits (8 bits each for red, green, and blue), plus an 8-bit alpha channel. In general, the PNG format is recommended.

    ***memory part should be good for us. That means less loading time since the GS engine is not loading while there are 9 iphone apps still running in the background. Thus causing the load times for our games to vary so much. Although it would be great if it loads as fast as desktop. If you have ever tried the Desktop publishing with GS it loads so fast you dont have time to look at the screen. Maybe im dreaming there but a middle ground would be great
  • design219design219 Member Posts: 2,273
    I'm curious about the 25 bit png statement. Does that mean no 8 bit pngs? or are 8 bits converted to 24 bit?
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    Since the GS engine actually does the communication i would guess they would take care of that since we just do whatever their engine runs.

    Im just kinda guessing though
  • ChaserChaser Member Posts: 1,453
    Are we still talking 72 dpi for artwork????
  • firemaplegamesfiremaplegames Member Posts: 3,211
    Yes. 72dpi for the png images
  • gregr209gregr209 Member Posts: 441
    I thought I read that the dpi for the ipad was 91dpi and not 72dpi. I wonder if it really matters?
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