Using iPhone 5 platform just put the graphics in iPhone 6+ Resolution
BigDave
Member Posts: 2,239
Since apple auto scales from iPhone 5 apps to fit iPhone 6
Can we just use iPhone 5 as a platform and just use the iPhone 6+ Resolution Graphics?
Comments
Problem with that is you'll be scaling the iPhone5 resolution via there software scaler and losing quality.
I'd like to support each phones native resolution so you get the best pixel density for each device.
Not necessarily, if the graphics are iPhone 6 Plus resolution, but the project iPhone 5 setting.
The only downside to this is obviously it will run slower on iPhone 5 with the heavier graphics.
@zenoah
they just scale it and if you have proper graphics there shouldn't.
@pHghost
my games are so simple that i think the extra size of images doesn't really matter.
good insights guys thanks.
Makes live easier.
Since the game salad iPhone 6 + setting is kind of unhandy its huge screen and we can't zoom out right.
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Nothing has really changed, just use iPad project with overscan.
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@BigDave @raycur09 @pHghost if Apple will automatically scale our apps to fit iphone 6, does this mean we should select "Letterbox" or "Stretch" when publishing?
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I would imagine over scan would take care of this as it fits to the outer most landscape edge!
Hey Guys,
For an iPhone game for all devices from 5 upwards - what am I meant to start with. iPhone 5 and just important the 1920 x 1080 graphics?
Thanks
Start form iPad if you are starting a new game.
For older games started on iPhone 5 size -- import graphics double the original size and either overscan, or use my UB template to adjust (in case you want to support iPad as well, if it is just iPhones, then all you need is the better graphics, as the screen aspect ratio is the same).
Yeah, not looking to support iPad just yet -Just want to update my game and make sure that importing larger images would do the trick.
Thanks
from what i can tell my iPhone 6 Plus just goes into 3x mode in GS even when compiled using 0.12.5 with 'resolution independence' turned off.
When the twitter dialog appears in-game it takes over the whole screen which it shouldn't if the device was running in its native resolution.
Or am I losing the plot?
So do we need to do anything differently with graphics? Still import them at double size with dimensions divisible by 4? Or do we now need to triple the graphics?
Personally, I quadruple them. I take my doubles and double them again. That makes them usable on all iOS 8 devices, from iPhone 4s all the way up to iPad Air (and since they are 4x, they are automatically divisible by 4 -- small bonus).