Retina Display

I'm trying to make a game that has support for the iPhone with retina display, but on the preview, it will show it on the normal iPhone display without the extra pixels that the iPhone with the retina display has. I know that with resolution independence, it will change the size of the objects to fit the size of the screen, but I find it much easier if I have all of the pixels to work with.

Having trouble with your game? Sounds like a personal problem.

Comments

  • SocksSocks London, UK.Member Posts: 12,822
    edited June 2013
    If I understand this right (?) do you want the iPhone preview to be 4 times as big on your computer screen, so it's twice as tall and twice as wide as it currently displays at ?
  • ADSentertainmentADSentertainment Member Posts: 397
    If I understand this right (?) do you want the iPhone preview to be 4 times as big on your computer screen, so it's twice as tall and twice as wide as it currently displays at ?
    Exactly. I have more pixels to work with that way

    Having trouble with your game? Sounds like a personal problem.

  • SocksSocks London, UK.Member Posts: 12,822
    If I understand this right (?) do you want the iPhone preview to be 4 times as big on your computer screen, so it's twice as tall and twice as wide as it currently displays at ?
    Exactly. I have more pixels to work with that way
    I see, unfortunately the way GameSalad has evolved we now work at half resolution when designing for Retina iPhone (and iPod), I agree it would be nice to see all the pixels (which is perfectly possible on most monitors) although we might loose some context with the large size change ?
  • ADSentertainmentADSentertainment Member Posts: 397
    If I understand this right (?) do you want the iPhone preview to be 4 times as big on your computer screen, so it's twice as tall and twice as wide as it currently displays at ?
    Exactly. I have more pixels to work with that way
    I see, unfortunately the way GameSalad has evolved we now work at half resolution when designing for Retina iPhone (and iPod), I agree it would be nice to see all the pixels (which is perfectly possible on most monitors) although we might loose some context with the large size change ?
    What do you mean lose some context?

    Having trouble with your game? Sounds like a personal problem.

  • SocksSocks London, UK.Member Posts: 12,822
    If I understand this right (?) do you want the iPhone preview to be 4 times as big on your computer screen, so it's twice as tall and twice as wide as it currently displays at ?
    Exactly. I have more pixels to work with that way
    I see, unfortunately the way GameSalad has evolved we now work at half resolution when designing for Retina iPhone (and iPod), I agree it would be nice to see all the pixels (which is perfectly possible on most monitors) although we might loose some context with the large size change ?
    What do you mean lose some context?
    I mean we would be designing for a small handheld device but working on a fairly large on-screen prototype which might tempt us into using smaller game elements, fonts and finer details that might not translate well to the final platform.

    It's the same criticism people make of beautifully designed game icons that look great at 1024 x 1024, but turn into indistinct mush at the tiny sizes they are often used, ideally a designer needs to work and display his work at a size close to the delivery size.
  • ADSentertainmentADSentertainment Member Posts: 397
    If I understand this right (?) do you want the iPhone preview to be 4 times as big on your computer screen, so it's twice as tall and twice as wide as it currently displays at ?
    Exactly. I have more pixels to work with that way
    I see, unfortunately the way GameSalad has evolved we now work at half resolution when designing for Retina iPhone (and iPod), I agree it would be nice to see all the pixels (which is perfectly possible on most monitors) although we might loose some context with the large size change ?
    What do you mean lose some context?
    I mean we would be designing for a small handheld device but working on a fairly large on-screen prototype which might tempt us into using smaller game elements, fonts and finer details that might not translate well to the final platform.

    It's the same criticism people make of beautifully designed game icons that look great at 1024 x 1024, but turn into indistinct mush at the tiny sizes they are often used, ideally a designer needs to work and display his work at a size close to the delivery size.
    Aaaaah, I think I know what you mean, does this mainly include the iPhones without the retina display, and possibly other devices outside of the iPhone? Because I do notice that the images on the screen when shrunk, have an absolutely horrible quality, which makes sense. Does this still apply to devices with a retina display though? They do have the same amount of pixels as my project, but it would be shrunk and the pixels would be more difficult to see.

    Having trouble with your game? Sounds like a personal problem.

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