Resolution Independence: Blurry Images
OK, I have been trying to get a straight answer for a while, but for some reason, I can't get a clear one, and now im having severe issues, so please, if anyone knows this for sure, please tell me.
I have been trying to make a game at IPAD scale, for resolution independence and retina display. I tried very hard to determine the proper way to run this.
My understanding was that i had to make the game and scene size the ipad size of 1024 x 768. Make all the actors on a scale to match that size, and attach to them images twice the size of each actor. But I have done this, and for some reason, there is a clear blurriness to the game when i use the iOS viewer on an ipad(non retina). Please. I need this answered immediately or my project collapses. Did i do this wrong? Was i supposed to make the scene 2048 x 1536 and the actors to THAT scale, and the same size as their images?
Best Answers
-
colander Posts: 1,610
The new image system will be in place in the next RC 0.12.7. It may be naming the images the new way but it is still working the old way, that's what GS said.
I have an old iPad 1 and if I check RI the images look blurry because GS takes the 2x images and halves them for non retina devices. They also don't sit in the image frame correctly. I reported this six months ago (CS 270) but they haven't done anything about it probably because they are changing systems.
In the new system they will be 2/3 the size so they should look a little better, we will see soon enough it should be out this week...hopefully.
Answers
I suggest doing an actual adhoc build to test instead of using the viewer. The viewer is just emulation, while an adhoc build is a real application. The adhoc will be how it will actually appear when published. If it's not blurry there you won't have an issue.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Can you point me to a tutorial for making an ad hoc version? Thanks
From the cookbook:
https://help.gamesalad.com/hc/en-us/articles/203081297-3-6-Ad-hoc-testing-on-an-iOS-device
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
When i get to the step where it says to open "Organizer" it doesn't have the next option on it. Is the tutorial out of date?
It's possible, I haven't had to follow it in a long time. Perhaps someone else knows of a more up to date tutorial?
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Since the last Xcode update it has changed a little. It is now under Device and then click on your connected device.
Fortuna Infortuna Forti Una
ITs still blurry. Can someone confirm for me how I was supposed to do resolution independence? For some reason, whenever I ask I never get a straight answer. But for some reason, a couple of the graphics are fine, but the majority have a slight blur.
Heres a screenshot from the game. In particular, note the blurriness of the characters compared to the background and platforms, and the buttons have issues too.
Make your art double the size you want it to be. So if you want an actor to be 128x128px then make the art for him at 256x256px and try to keep your art divisible by 4.
Fortuna Infortuna Forti Una
Ok, but again. Do i also make the actor that size? Or should the actor match the art? Because if its the first option, thats what I've been doing, and as the image shows, its not working.
Make the actors half the size of your images.
What size are your character images, and what size are your actors in the project?
Fortuna Infortuna Forti Una
The kid, in the bottom right, is image size 88 x 160, actor size 44 x 80. And he is still blurry n that image.
Even though it didn't change the sizes, is the fact that i made this in windows and used a conversion to a mac a problem?
Windows version is far behind mac, so I'm not too sure since i don't use PC. I know this is a silly question but do you have RI checked?
Fortuna Infortuna Forti Una
Yes, I made sure of that as one of the first things. But this is being published through a Mac creator on a second computer.
Im not too sure then, maybe someone else can chime in and give some suggestions.
Fortuna Infortuna Forti Una
I'm afraid I'm not too familiar with the Windows environment either. But as a simple test consider starting a new project with exactly the same settings on the Macintosh version of GS you have access too. Import one of your blurry images, making sure all the settings are the same as you have set in the Windows version, and see if it looks blurry on the Mac as well.
This might help narrow down where the issue is coming from.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Heres the weird part. On searching the forum, I found the odd suggestion of "shut off RI", and it worked! The game immediately sharpened up. Note, the iPad being used for testign is an older, non-retina one. Will this destroy the game on retina screen iPads? And does anyone have any idea what this might mean?
Here is the same s cene with and without RI checked.
I'm not sure, never heard of that. But I'd have to guess the images won't look crisp on a retina iPad without RI checked. Only way to know would be test it of course.
Since you are a PRO user I'm sure you could contact tech support directly with these questions and hope for a reply.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
I honestly forget the method for doing so, can you remind me, please?
http://gamesalad.com/pro-support
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
When RI is checked it will use @3x @2x @1x respectively on each device.
When RI is not checked it will use the max image size for all devices.
Fortuna Infortuna Forti Una
Always test on an adhoc - always. Follow the tutorials for how to do this. Always ensure that your images have an even number for width and height when producing them (ie. 56x112) NOT (57x112) - that will look blurry....
Can you tell us exactly what x and y position the kid is (in pixels).
I'm not sure the 3x 2x 1x system is in place yet ? Or is it ?
The kid is at 906 x 128 y
@Tosanu @jamie_c
Images will look crisp on retina devices (as long as they have enough resolution) when RI isn't checked. I never have RI checked. I find it just bloats up the size with creating more images in the app binary and rarely does it boost performance on older devices, so no thanks.
With RI unchecked, it is the device scaling the graphics, instead of GS creating the lower-sized versions, and I trust the device scalers a bit more, generally.
Also, I have had the problem with RI checked making graphics blurry ever since Christmas 2013.
Try placing him on 906.5 and 128.5 . . . . . ?
If you click show package contents on a distributed .app and look at the images, there is @3x assets made.
Fortuna Infortuna Forti Una