Request to have GS increase the max size image

HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
edited January 2013 in Working with GS (Mac)
So now that the iphone 5 has a bigger screen it would be good if the max image size is increased.

I like to make one game at iphone size and just use x4 size images for retina ipad and mac.

That's fine at 480 x 320 as the larger images will be 1920 x 1280.

But 4 times 568 x 320 is 2272 x 1280.

And this is too big to be imported in GS at the moment. I know you can cut images into smaller pieces but then you can get issues with flickering between seams.

Can you increase the max limit please?

Cheers

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    I work in the same way and agree with this
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    edited January 2013
    Temporary fix:

    1. Import a placeholder image with the same exact name (uppercases included) and file extension in the project
    2. Save and close the project
    3. Right click on the project and select "Show package contents"
    4. In the "Images" folder replace the placeholder with the ultrabigpotentiallyramkiller image
    5. Reopen the project and the new image should be there (it used to work some time ago, never tried it recently (better check if there are any iOS limitations to images size (always test an adhoc to see if it works)))
    6. Send some complimentary tip to my address
    7. This message will self destroy in: 5... 4... 3... 2... 1... %-(

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Haha, thanks for that @MarkOnTheIron :)

    Didn't realize the size limit was only via the UI import.

    You always have the best tips!
  • LumpAppsLumpApps Member Posts: 2,881
    Shouldn't it be times 2 for retina? Devideable by 4 is so images don't become blurry.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @LudwigHeijden x4 for retina iPad and mac. And divisible by 8 :)
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    @LudwigHeijden x4 for retina iPad and mac. And divisible by 8 :)
    LudwigHeijden is correct, Retina images for an iPhone5 need to be 1136 x 640 rather than 2272 x 1280.

    And they only need to be divisible by 4.


    [Edit - just realised what you are saying, you want to make sure you have enough resolution for the iPhone project to scale nicely to iPad Retina . . . . my mistake! :\"> ]
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited January 2013
    @Socks How *very* dare you!?!???!!!!???!!!?!!?!?!?!

    In all my years I have never been so outraged.

    OUTRAAAAAAAGED!
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    @Socks How *very* dare you!?!???!!!!???!!!?!!?!?!?!!
    :)

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @Socks. Hey, you changed your comment. Now you spoiled my hilarious comeback.

    image
  • LumpAppsLumpApps Member Posts: 2,881
    edited January 2013
    Ah, I see. I read it wrong. I always work the other way around., from iPad to iPhone. Via the back door so to speak ;)
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Ah, I see. I read it wrong. I always work the other way around., from iPad to iPhone. Via the back door so to speak ;)
    Ah, ok. I just prefer going from small to big. That way I can make sure things look ok and are playable on the smallest screen.

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Ah, I see. I read it wrong. I always work the other way around., from iPad to iPhone. Via the back door so to speak ;)
    Ah, ok. I just prefer going from small to big. That way I can make sure things look ok and are playable on the smallest screen.

    Plus when working on a 13" Air, its almost impossible to work at the bigger sizes!
  • LumpAppsLumpApps Member Posts: 2,881
    Ah, ok. I just prefer going from small to big. That way I can make sure things look ok and are playable on the smallest screen.
    That makes sense.
  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,194
    The max image size (2048x2048) is enforced because that's the max texture size allowed the most GPUs we support, so it's a hardware restriction.

    Remember that image size is independent from actor size. You can always make the image in your ideal size, and resize it to 2048x2048. Then stretch it on the actor. It's not perfect, but it will often yield "good enough" results. (I'm not sure if you can make actors bigger than 2048 btw, it's just and example. I've never tried to make an actor that big).

    Often times, the background is where you can get away with some image stretching. On Shred Neffland, I believe our team actually made the background image much smaller than the actor. That's what gives it the "blurred" look that make the background look even more like a background AND saves loading time.

    I hope that helps.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    The max image size (2048x2048) is enforced because that's the max texture size allowed the most GPUs we support, so it's a hardware restriction.

    Remember that image size is independent from actor size. You can always make the image in your ideal size, and resize it to 2048x2048. Then stretch it on the actor. It's not perfect, but it will often yield "good enough" results. (I'm not sure if you can make actors bigger than 2048 btw, it's just and example. I've never tried to make an actor that big).

    Often times, the background is where you can get away with some image stretching. On Shred Neffland, I believe our team actually made the background image much smaller than the actor. That's what gives it the "blurred" look that make the background look even more like a background AND saves loading time.

    I hope that helps.
    Ah ok good to know, cheers. Yeah at the moment I'm still using 3:2 backgrounds and working at 16:9 so having them stretch in GS.

    By the way, keep up the good work on that key mastering:



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