question about resolution independence.

CodeMonsterCodeMonster ACT, AustraliaMember Posts: 1,078
so heres just a couple of questions i have;
1)if i enable resolution independence in my project when i drag an image onto the screen and click preview, is what i see in the preview be exactly what ill see once my app is published, or is it once my app is published all the art will half the size once on device and not in gamesalad?

2)is it very noticeable that some games are RI and some arnt, like is there much of a difference graphics wise.

thanks ;)

Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    edited November 2013
    The actors will be half the image size if you select RI but be careful to import art at even dividable dimensions.

    Make sure if your using retina art that the sizes divide properly otherwise you will end up with blurry graphics for e.g. a retina image of 120x80 will convert to 60x40 on older devices which is fine but an image of 43x21 will be blurry because it will convert to 21.5x10.5 its the .5 you want to avoid.

    Darren.
  • CodeMonsterCodeMonster ACT, AustraliaMember Posts: 1,078
    thanks for your reply @DeepBlueApps so your saying if i create an image thats 120x80 in photoshop and export it to my computer then upload it to gamesalad it will then be 60x40,
    so on my computer 120x80, and in gamesalad 60x40, so its like this without being on the device so that means exactly what i see in the gamesalad preview screen will be what i see on the device?
  • UtopianGamesUtopianGames Member Posts: 5,692
    edited November 2013
    If you have RI enabled (goto project info and select RI) the image will be the same size but the actor will be half the image size.

    Import image then drag image into actors window or create new actor and drag image in and your sorted.

    So to clarify you make a 128x128 image then import to GS with RI selected when you drag the image into the actor area it will make a 64x64 actor.

    You don't need to double up on the scene size settings just leave it at the default size.

    Darren.
  • CodeMonsterCodeMonster ACT, AustraliaMember Posts: 1,078
    @DeepBlueApps
    so just another question; in the image below is that what it is going to look like on the device once published?
    image
  • UtopianGamesUtopianGames Member Posts: 5,692
    edited November 2013
    If you're doing a universal build have a quick look at the video below as the HUD actors may need changing based on device screen size because GS crops the top and bottom of the scene more noticeable in iPhone 5.

    If your making on iPad for universal the top pause button for e.g. might need some code like …if game.screen.size.width = 568 change self.position.y to self.position.y-90 to move it down for iPhone 5 and for legacy it would be -44



    Darren.
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