Another Resolution question

Hello,

I know that they're a lot of other threads about resolution, but I'm a bit confused now. When I started developing my app the target plattform was iphone 4. So an image which will fit the screen is 640 x 960. For the iPhone 5 it's 640 x 1136. This is clear for me.

But how is it with iPhone 6 and 6+? Which size an image must have to fit the screen? For iPhone 6 it's 750 × 1334 isn't it?
The resolution of the iPhone 6+ screen is 1080x1920. But Sometimes I've seen the value 1242 × 2208. Whats with that?

Another Question:
If I had all the graphics optimized for iPhone 6+ can Gamesalad automatically downscale it for iPhone 6 and 5 without looking weird? Or will I need to put the same graphic three times only with different dimensions in the project?

Kind Regards

Comments

  • colandercolander Member Posts: 1,610

    From what I understand for iPhone 6+ you create your images at 2x (1080x1920) the 2.3x (1242x2208) is an internal scaling factor and we don't have to concern ourselves with it.

    Make all your images 2x the size of the actors in whatever platform you choose to create your game. If you want to support older none retina devices check Resolution Independence in Creator and on the Publishing server.

    If you want your game to fit all the other devices besides the one you created it for you will need to create a universal binary. In Creator there are three options Letterbox, Stretch and Overscan. Play around with your game in Preview using the three options and see what effect it has on your game. None of the solutions are perfect. Letterbox won't be accepted by Apple and some other stores, Stretch and Overscan will require some effort on your part to make them work. You can download the instructions file in my signature below which will tell you more about it.

  • JayJayDJayJayD Member Posts: 48
    edited December 2014

    @colander said:
    From what I understand for iPhone 6+ you create your images at 2x (1080x1920) the 2.3x (1242x2208) is an internal scaling factor and we don't have to concern ourselves with it.

    Make all your images 2x the size of the actors in whatever platform you choose to create your game. If you want to support older none retina devices check Resolution Independence in Creator and on the Publishing server.

    If you want your game to fit all the other devices besides the one you created it for you will need to create a universal binary. In Creator there are three options Letterbox, Stretch and Overscan. Play around with your game in Preview using the three options and see what effect it has on your game. None of the solutions are perfect. Letterbox won't be accepted by Apple and some other stores, Stretch and Overscan will require some effort on your part to make them work. You can download the instructions file in my signature below which will tell you more about it.

    I don't really understand why the factor is 2x. If my game is optimized for iPhone 6 why should I double the size of the actors, because the pixels of the 6+ arent the double of the 6, are they?

    Ok lets say I have an actor with 120x50 on iPhone 6. On iPhone 6+ it should have 240x100? Which dimensions should it have on iPhone 5 and 4?

    I'll read the instruction file today after work, thank you.

    Kind Regards

  • colandercolander Member Posts: 1,610

    You write your game in one platform and use one of the publishing methods to publish to other platforms.

    Images are a entirely different subject now we are talking about retina and non retina devices. If you want to publish to retina devices (If you publish to Apple you will have too) use 2x images not actors. For example for a 120x50 actor you will have to create a 240x100 image for it.

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

    @JayJayD said:
    I don't really understand why the factor is 2x.

    Because Creator's project sizes are half the resolution of the target device.

    @JayJayD said:
    If my game is optimized for iPhone 6 why should I double the size of the actors, because the pixels of the 6+ arent the double of the 6, are they?

    Well firstly you shouldn't double the size of the actors, it's the resolution of the images we are dealing with here rather than the size of the actors . . . . and nobody is suggesting you should arbitarily choose a device (like the iPhone 6) and double that device's resolution for another arbitarily choose device !

  • JayJayDJayJayD Member Posts: 48

    @Socks‌ and @colander‌

    Thank you both. Things are a lot clearer now. :)

  • colandercolander Member Posts: 1,610

    Your welcome it is a tough one to get your head around when you new to GS.

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

    @JayJayD said:
    Kind Regards
    @colander said:
    Your welcome it is a tough one to get your head around when you new to GS.

    What would be good would be being able to work at the final resolution, so for example for an iPad project Creator would give you a 2048 x 1536 pixel canvas - which is obviously larger than a lot of monitors, but that would be dealt with by being able to zoom in and out.

  • JayJayDJayJayD Member Posts: 48

    @colander said:
    Your welcome it is a tough one to get your head around when you new to GS.

    I'm not really new to gamesalad but i never got this with the resolutions. But because my game is nearly finished I have to deal with it :)

    @Socks said:
    What would be good would be being able to work at the final resolution, so for example for an iPad project Creator would give you a 2048 x 1536 pixel canvas - which is obviously larger than a lot of monitors, but that would be dealt with by being able to zoom in and out.

    Sometimes read about this before. I'll try it :)

    Have a nice day!

  • hzappshzapps Member, PRO Posts: 173

    Adding to the question.
    I used a template to build 40 scene game ( 85% complete now ). iphone original format.
    So should I redo all images in the lower screen of GS (image pane) and re add them with double sized images from what they are right now, to make them acceptable to Apple for new versions of iphone??
    Using same image names so they replace previous ones and don't screw up the scenes?.
    Can I leave Resolution Independence UNCHECKED so I don't get blur on my main character?

  • colandercolander Member Posts: 1,610

    @theazlowes yes just 2x you images and reimport them with the same names and overwrite the existing images. Then test again with RI checked and unchecked. You can leave it unchecked but keep in mind some games will struggle to run if at all on older devices due to image sizes.

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