Retina display question

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.

Comments

  • jmachado999jmachado999 Member Posts: 52
    As a follow up should retina game images be in 72dpi or greater? I keep seeing people write that the image needs to be double the size, does that mean increasing dpi or the actual image size?

    Color me confused.
  • SocksSocks London, UK.Member Posts: 12,822
    @jmachado999
    When developing universally for ipads in retina and non retina resolutions, should we create our images assuming an on screen background of 2048x1536?
    YES.
    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.
    Make sure 'Resolution Independence' is checked in the Project Settings.
    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.
    Yes, Creator cannot run a project at Retina resolution, the majority of people don't have monitors that would be able to display Retina anyhow (unless you have something like one of the new Retina MacBooks), so you work at 'half' resolution in Creator.
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2014
    As a follow up should retina game images be in 72dpi or greater?
    Whatever you like, it won't make any difference, the general advice you'll hear is to work at 72ppi so GameSalad knows what 'size' your images are, but you free to import images at any resolution you want.

    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.
    I keep seeing people write that the image needs to be double the size, does that mean increasing dpi or the actual image size?
    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.
  • jmachado999jmachado999 Member Posts: 52
    Thanks for answering Socks,
    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.
  • jmachado999jmachado999 Member Posts: 52
    I found it, was not working until I rebooted Gamesalad.
    It's in the scene attributes area.
  • SocksSocks London, UK.Member Posts: 12,822
    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.
    No.
    It's in the scene attributes area.
    Changing the scene size actually makes the scene bigger rather than the grey 'off screen' areas.
  • jmachado999jmachado999 Member Posts: 52
    So how can we build a scene if we cant see it?

    I think I am missing something here.

    Should the images be centered so they overshoot the scene on all sides?
  • jmachado999jmachado999 Member Posts: 52
    Wait I think I am starting to understand, do I make a 2048x1536 background and then shrink it to 1024x768 on the stage?
    So as long as the png is double(quadruple) the size even if I resize the actor it will "upsize" it for retina?
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2014
    So how can we build a scene if we cant see it?
    You can scroll around a large scene.
    Should the images be centered so they overshoot the scene on all sides?
    You can place images wherever you like.
  • jmachado999jmachado999 Member Posts: 52
    edited February 2014
    So then should I make the scene larger or not? I'm sorry i'm so confused about this and I appreciate you sticking with me lol!

    Or is the answer to make the larger pngs and resize them in the actors?
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2014
    @jmachado999
    Wait I think I am starting to understand, do I make a 2048x1536 background and then shrink it to 1024x768 on the stage?
    Essentially yes, but you don't have to do it yourself, it is automated.

    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).
    So as long as the png is double(quadruple) the size even if I resize the actor it will "upsize" it for retina?
    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.
    So then should I make the scene larger or not? I'm sorry i'm so confused about this and I appreciate you sticking with me lol!
    If you want a larger scene the answer would be 'yes'.
    If you don't want a larger scene the answer would be 'no'.
    Or is the answer to make the larger pngs and resize them in the actors?
    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.
  • jmachado999jmachado999 Member Posts: 52
    OK so im pretty sure I just figured this whole thing out.

    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!
  • SocksSocks London, UK.Member Posts: 12,822
    @jmachado999
    OK so im pretty sure I just figured this whole thing out.

    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.
    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.
  • jmachado999jmachado999 Member Posts: 52
    Ok so ill just build normally and make images twice the size but constrain to the actor size and it will automatically upsize on a retina display.

    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.
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2014
    Ok so ill just build normally and make images twice the size but constrain to the actor size and it will automatically upsize on a retina display.
    Arbitrary terms do no compute . . . . 'normally' . . . 'constrain' . . . 'upsize' . . . crackle

    image

    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 ! :))
    You mentioned earlier that this process is automated but it can't be.
    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 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.
    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.
    Either I build at twice the size . . .
    Yes ! ". . . Make images double the size . . . " (for Retina).
    . . . and use actors to make them smaller . . .
    No ! " . . . it is automated . . . "
    . . . or I build on a larger stage . . .
    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. . ."
    I keep resizing my actors lol.
    There is no need to do that.
  • jmachado999jmachado999 Member Posts: 52
    OK I totally get it now, don't think for a second I don't appreciate you taking the time to thoroughly explain this and I now see exactly what you are talking about.

    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 :D

  • SocksSocks London, UK.Member Posts: 12,822
    @jmachado999

    Glad to heat it's all making sense ! :)>-
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