Retina display question
jmachado999
Member Posts: 52
Im sorry if this question was answered elsewhere but I can't seem to find a definitive answer.
When developing universally for ipads in retina and non retina resolutions, should we create our images assuming an on screen background of 2048x1536?
The reason I ask is that if I make a background that large and place it on my stage, when I test it most of the stage is off of the screen.
I don't think I can run the game in retina resolution from the gamesalad creator so it's a bit difficult to test at those sizes.
Can someone please set me straight here?
Thanks for the info.
When developing universally for ipads in retina and non retina resolutions, should we create our images assuming an on screen background of 2048x1536?
The reason I ask is that if I make a background that large and place it on my stage, when I test it most of the stage is off of the screen.
I don't think I can run the game in retina resolution from the gamesalad creator so it's a bit difficult to test at those sizes.
Can someone please set me straight here?
Thanks for the info.
Comments
Color me confused.
For example if you have a 400 x 400 pixel actor . . . . and a 400 x 400 pixel image that you want applied to that actor, then it doesn't much matter whether it's a 400 x 400 pixel image @ 72ppi, a 400 x 400 pixel image @ 3ppi or a 400 x 400 pixel image @ 300,000ppi . . . . as once you import it and stick onto your 400 x 400 pixel actor it all comes out the same . . . . the advantage 72ppi has is that if you simply drag the image from 'Images' into the 'Actors' panel it will make you an Actor at 400 x 400 pixels, but if you already have a 400 x 400 pixel actor or know what size actor you are planning to make it makes no real difference.
Pre-Retina iPad = 1024 x 768 pixels.
Newer Retina iPad = 2048 x 1536 pixels.
When people say 'make images double the size' they simply mean make them Retina resolution, so rather than importing a 1024 x 768 pixel image, you import a 2048 x 1536 pixel image. strictly speaking that's 4 times the size, but that's what people mean.
If you don't mind and you have some more time I have another follow up Q.
Is it possible to make the area outside of the camera larger? (The grey area) So at least I can see the full image on the screen when placing assets.
I appreciate you taking the time out to answer this.
It's in the scene attributes area.
I think I am missing something here.
Should the images be centered so they overshoot the scene on all sides?
So as long as the png is double(quadruple) the size even if I resize the actor it will "upsize" it for retina?
Or is the answer to make the larger pngs and resize them in the actors?
If you make sure 'Resolution Independence' is checked in the Project settings then GameSalad will handle that for you, what you describe is what GameSalad is doing behind the scenes for you, handling your 2048 x 1536 pixel image as if it were 1024 x 768 pixel image.
Try it, make a 2048 x 1536 pixel image . . . then make an iPad landscape GameSalad project + check 'Resolution Independence' . . . import the image, drag it into the Actors window, it will make you a 1024 x 768 pixel actor . . . . (which on a Retina iPad will be 2048 x 1536 pixels).
Now do the same thing with 'Resolution Independence' switched off, import the image and make an actor, the new actor will be 2048 x 1536 pixels 'twice' as big as your scene (4 times the area).
Yes, in theory (I've not tested it), you could leave 'Resolution Independence' off and use the method you describe, simply squeeze your 2048 x 1536 pixel image into a 1024 x 768 actor . . . . . when this is displayed on a Retina iPad you will see 2048 x 1536 pixels of information.
You could make your images 10 x Retina resolution if you wanted to, although they would likely be a strain on the device, so you could zoom in and still retain Retina resolution. If you want a larger scene the answer would be 'yes'.
If you don't want a larger scene the answer would be 'no'. It's a good idea to always make images up at the size you intend to use them, if you want a 512 x 512 pixel alien planet then make up your image at 512 x 512 pixels.
I changed the scene size to retina resolution, and I also changed the camera size and tracking area to the retina resolution size as well.
Now when I preview the game I see the entire game scene and it is in retina resolution.
My assumption now is that when shown on a smaller screen and independent of resolution is checked it will scale down to a non retina screen.
I hope my assumptions are correct.
Thanks for your help socks!
You mentioned earlier that this process is automated but it can't be. I need to change the actors to the correct size independent of the image size. Otherwise I will have actors too big for the screen in non retina resolution.
Either I build at twice the size and use actors to make them smaller or I build on a larger stage.
So here we are again, which method is correct?
I keep resizing my actors lol.
At this stage in the conversation feel free to use numbers
For a full screen image on a Retina iPad, make your image up at 2048 x 1536 pixels, when you import this into GameSalad it will come in as 1024 x 768 pixels, do not constrain or resize or . . . . or anything ! ) Maybe you don't fully understand the process, or maybe you are right and it's not actually automated . . . . it's probably one or the other. I think I know which one it is now !
Try this . . . . make up a 2048 x 1536 image (make it 72 ppi in this case), import it into an iPad project (Resolution independence checked), now drag the actor from the Images panel to the Actors panel, now drag that actor onto the stage, observe the results.
Yes ! ". . . Make images double the size . . . " (for Retina). No ! " . . . it is automated . . . " No ! " . . . There is no need to change anything, that's the whole point of 'Resolution Independence', it sorts all that out for you, no need to change the scene size, tracking area or camera size. . ." There is no need to do that.
I think my problem was that I was creating actors without the images for prototyping and it threw me off because I was setting actor sizes. I see now what you mean when dragging the image from the library directly onto the stage.
Thanks again this was a huge learning experience
Glad to heat it's all making sense ! >-