No its not. The information you got that tells you its 1136x640 is wrong. 586x320 is the iphone 5 screen size although the resolution may be able to hold 1136x640. just like how the iPhone 4s had 960x640.
This is just the way GameSalad has evolved, the older iPhones were 480 x 320, when the Retina version arrived (960 x 640) GameSalad made an allowance for 'resolution independence' -which meant a project would work on both 960 x 640 Retina iPhones and older pre-Retina iPhones . . . . . but when working on a Retina project (960 x 640) you would still work at 480 x 320 but your image assets would be double (more correctly quadruple) resolution.
When using Resolution Independence it will scale the image in half but give you that retina quality you are looking for on the newer iphones.. So, make your background 1136x640, select RI in GS, import your image and use the background image size of 568x320.. Same goes for an actor.. make an actor image of 128x128, use RI and in your game it'll be a 64x64 actor.
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@jasonwilliams
This is just the way GameSalad has evolved, the older iPhones were 480 x 320, when the Retina version arrived (960 x 640) GameSalad made an allowance for 'resolution independence' -which meant a project would work on both 960 x 640 Retina iPhones and older pre-Retina iPhones . . . . . but when working on a Retina project (960 x 640) you would still work at 480 x 320 but your image assets would be double (more correctly quadruple) resolution.
So if i want to build for iphone 5 and 4 then i should create my background art in 1136x640? knowing that on an iphone 4 the edges will be cropped.
or should i create my background art @ 536x320 and let GS double it?
1136 divided by 2 is 568.