Quick question about the resolution
Paxton
Member Posts: 89
Hi everyone. I want to make sure that I start my new project on the right footing, so here it goes.
If I start the project with 'iPhone 6 landscape', and resolution independence CHECKED - the imagery needs to be @3x actor size? I want everything to look as crisp as possible on the iPhone 5 (4 inch), 6 (4.7 inch) and 6 plus (5.5 inch).
Thanks!
Comments
Bump
The imagery would need to be @2x actor size for an iPhone 6 project.
Starting on project at one size (iPhone 6) and then scaling up (and down) to target other sized screens seems like a needlessly complicated way to approach things (to me at least), you can start with an iPhone 6 project and juggle the numbers so that you have sufficient resolution for the larger / higher resolution iPhone 6+, but it would be much easier to just start with an iPhone 6+ project.
You can of course still start with an iPhone 6 project, after-all these asset sizes (@2x @3x @4x . . . ) don't actually exist, it's not like the device knows that a 100 x 100 pixel image is @2x or @44x, to the device the image is just 100 x 100 pixels, all the @2x and @77x is just metadata, so, if you want to start with an iPhone 6 project and target the iPhone 6+ (and all the rest) your assets would need to be @3.31034482758621x actor size, which as you can see is not a great scaling factor to work with.
A better compromise would be to just make your actors @3x, this will mean the iPhone 6 project will generate a 2001 pixel wide scene for the 2208 pixel wide iPhone 6+, so will still be a little burry, but probably unnoticeably so considering the screen size - and the scaling will be much easier to work with.
And even better option (without compromise) would be to start with an iPhone 6+ project.
@Socks I won't start with iphone 6 as base, makes sense.
Basically my lack of understanding on the topic boils down to this:
Say I start with an iPhone 6+ as base. If my actor here is 100x100, then I need to provide 300x300 imagery (@3x).
However, let's say that I start with an iPhone 5 as base. My actor in it is still 100x100. What size imagery do I need to provide here, so that the game also looks good an 5,6,6+? Still 300x300, 3x?
Everything else seems so easy with GS, except this resolution part which makes my head explode
Yes.
@3.88732394366197x
Or a 388.7 x 388.7 pixel image, of course pixels cannot be subdivided so the nearest correct size would be 339 x 339 pixels.
It's not really complex at all, I never think in terms of @1x and @6x and so on, I alway think in terms of absolute pixel counts, that's to say - for example - an iPad screen as 2048 x 1536, rather than seeing it as @2x resolution or double actor size or any of that stuff, if you have a 2048 x 1536 canvas and you want an image to occupy the left half of the screen then that image should be 1024 x 1536 . . . . or if I have a 430 x 430 pixel actor I know it will take up 860 x 860 pixels on the iPad so build it accordingly.
@Socks thanks for bearing with me on this. What you said makes sense. I will start with iPhone 6+ as base.
I am however worried about the games that i made a while ago for the iphone 5. They were made with the iPhone 5 as base in GS... and I need to update them so that they look good on the 6 and 6+. To make this update for the newer screen sizes, you're saying that I need to provide images that are @x3.88 actor size? And the alternative being to change the base of those projects from iPhone 5 to 6+ and give images @3x?
x4 might be more convenient (easier numbers to work with).
'give images 3x' is too vague for me I'm afraid ?
x3 of what ?
@Socks So to update my games made with an iphone5 as base, i will make imagery 4x actor size so that it looks good on the 6 and 6+.
By the alternative I meant that I could change the project base from 5 to 6+, and then provide imagery @3x actor size.
With the whole 'so you're saying I need to do X' thing, it sounds like you're trying to get me to sign a contract or get me to make a single post unequivocally stating what you need to do with your project
I never like doing that, as someone could come back in 6 weeks and say 'hey you told me to do this and it broke my game . . . ' (it has happened in the past) - I'm just offering your my opinion, it's up to you to do what you want with the info.
The results are pretty close . . .
iPhone 6+ . . . 3 x 736 = 2208
iPhone 5 . . . . 4 x 568 = 2272
. . . I don't know anything about your particular project, but changing the base size will usually be a little more involved if you have a lot of elements that need to be repositioned to accommodate the new size . . . bear in mind you would be changing the 'canvas' size leaving all your game elements still sitting in the middle of the screen as if they were on a smaller iPhone 5 canvas (but now with extra space around them), so they would have to be reposition, the actors would also have to be enlarged as well as producing new higher-resolution assets for them and you'd need to adjust all the rules and behaviours to account for the new scene size . . . . simply changing the resolution of the images avoids most of this.
Another alternative . . . you could change the base size to iPhone 6+ and zoom the camera in to enlarge the whole game in one go (but you would still need to increase the resolution of your assets).
@Socks no binding contracts, i promise
Thanks a lot for your help, I really appreciate it. It cleared things up quite a bit! I can now finally do what I like, that is get into GS and make something that people will like!