Graphics for iPhone 4...

BarkBarkCoBarkBarkCo Member Posts: 1,400
edited November -1 in Working with GS (Mac)
Anyone with an iPhone 4 get GS viewer up and running?

If so, I have a few questions:

1.) Are graphics from pre-iPhone4 games noticeably pixelated?

2.) Has anyone tried using 960x640 graphics "stretched" into a 480x320 actor? Old iPhones scale the image into the 480x320 area. My hope is that the iPhone4 will be able to display the image at full resolution.

Comments

  • chosenonestudioschosenonestudios Member Posts: 1,714
    The new iPhone has exactly 4 times the pixels... But their 4x smaller.... So 4 new pixels = 1 old pixel so it just takes 1 old pixel and displays it on 4 pixels instead of one... Soooo basically...

    It looks exactly the same...
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    I know that much, but I have heard reports that the higher resolution screen accentuates the blocky-ness of lower res graphics. I was hoping to get an opinion from someone with an iPhone 4.
  • rdcuberdcube Member Posts: 361
    I have an iphone 4.
    I've been playing a couple of GS games that have detail graphics (to name a few: Stunt Squirrels, Jumples and Jungle Bug), I don't think any of them have been updated with latest builds for a while; they look great and load super fast.

    The only thing I noticed on some others is gradient backgrounds seem to look a little more pixelated than usual (ie. Angry Birds splash screen), but hardly noticeable...unless your very picky ;^)
  • JGary321JGary321 Member Posts: 1,246
    I have definitely noticed a `REDUCTION` in quality on the iPhone 4 if the game is not made for it. It's not HUGE & game breaking, but definitely noticeable. I don't think anyone will chastise indies for not making a game specifically for iPhone 4, but if possible I would have a high res copy in your game if you can. Under options just have a toggle that switches between high res or med res. That's my game plan.
  • PhoticsPhotics Member Posts: 4,172
    I'm working under the assumption that if I use 640x960 graphics, in a 320x480 layout, it should look great. I haven't actually seen it though... and I'm not sure how tiled graphics will work.
  • EastboundEastbound Member, BASIC Posts: 1,074
    JGary321 said:
    I have definitely noticed a `REDUCTION` in quality on the iPhone 4 if the game is not made for it. It's not HUGE & game breaking, but definitely noticeable. I don't think anyone will chastise indies for not making a game specifically for iPhone 4, but if possible I would have a high res copy in your game if you can. Under options just have a toggle that switches between high res or med res. That's my game plan.

    I don't really understand this approach. Along with the resolution change, wouldn't your actors positions and such all have to be adjusted?

    I guess it comes down to how Gendai implements iPhone 4 development. I was expecting it to be a new canvas size option, and we will be creating the games on a 640x960 one.

    I didn't really think about downsizing graphics into the same 320x480 canvas for the iphone.

    Any ideas on how it will be implemented?
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    The iPhone 4 will automatically upsize your game to 960x640 or 640x960 depending on orientation. So game logic and actor positioning should be a non-issue. My thinking is we might be able to use just hi-res graphics and "stretch" them to the smaller actor size, letting iOS remap everything and hopefully use the full resolution image. I haven't tested this (no iPhone 4), but it should be easy enough to try:

    Create a standard iPhone sized project (480x320)

    And an actor that is 100x100.

    Use a graphic that is 200x200. Make sure actor stays 100x100 and make sure Graphics - Horizontal/Vertical Wrap are both set to "stretch".

    Check the app on the iPhone 4 to see if it is displaying the full 200x200 image instead of scaling up the 100x100.
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