I just confused myself reading about resolution in iPhone6+
Well, it seems I'm over thinking and really killing my brain cells over this, but I'm really confused with the whole x2, x3, x4, etc... I'm building a game in landscape mode specially targeting the iPhone brand as it will be my first app. I went ahead and read about resolution and all sort of youtube videos and just like that my brain was screaming at me "what?!"
So I tried importing a BG image to start my scene and it was 2208x1242 - iPhone6+ size... So when I tried to import it, GS prompts a warning message saying that the image is too big.
My layout is set to iphone6+ and here is where I got confused after reading and watching all those video tutorial. I totally understand that if my actor is 100 px - I must create it 200 px. But how do I then measure all this in GS? or do I simply create the low versions first and then replace with the HD versions...
So confused...
Anyways thank you in advanced for any guidance on this. Please have in mind that I have been reading a lot and been watching all those videos on youtube. But they seem to break things down but somehow left the whole "let setup the scene at XYZ resolution"
Hehe! Thanks!
Comments
Yes I too would welcome some real clarity about all this. There seems to be snippets of info scattered all over but a concise set of best practice instructions would be very welcome. I am also very confused now that Gamesalad said do not compress .pngs, does this mean they get compressed on the Gamesalad side when packaging the app? otherwise my artwork is taking up a huge amount of memory.
Non sequitur ?
I'm building a game in portrait mode specially targeting the iPad brand as it will be my 3rd app.
That's right, the maximum sized image GameSalad will accept is 2048 x 2048, by the way due to the powers-of-two rule a 2208x1242 pixel image would be held in a 4096 x 2048 pixel chunk of memory ! So even if GameSalad allowed you to import images that large it'd be a bad use of memory.
it's not clear what you are saying here, are you saying 'if my actor is 100 px - I must create it (my actor) at 200 px' ?
You simply make your actors whatever size you want, and make sure the image assets are high enough resolution for them, in the case of the IPhone 6+ that would be x3, so a 100 x 100 pixel actors needs a 300 x 300 pixel image.
Hello Socks,
Correct! Sorry for the terrible grammar at times. English is my second language. I try my very best in communicating as properly as I can, specially in writing.
Then, I'am still confused. How can I make my iPhone background x3 resolution then? Let's say I went ahead and decided to utilize the iPad Universal Build. Since I haven't done much with it, I can safely change approach at this time. After reading some more, I will be using @BBenK approach to camera adjust using the stretch method.
(fact) iPad GS display and stage resolution is 1024x768
(fact) iPad Retina display @x2 then should be 2048x1536
Then the same approach applies for the iPhone
(fact) iPhone 6+ on GS display shows 736x414
(doubt) So, iPhone 6+ should be designed @x3 resolution, right? 2208x1242, but you also said it is a bad thing to do because it will hug the device memory. So what size should my single BG image be?
Should I design it just a bit shorter then? @x2 is 1472x828
Or are you saying not to utilize full size backdrops and instead multiple instances at lower size? like a tiling system for a big image? Let say tiles size 256x256 or perhaps 512x512. What would be the best approach here, having in mind the BG will always remain in the same 1 screen position.
(a) A single image @x1, @x2 or @x3? the resolution displayed in the GS display
(b) A tile system where I cut the BG into several 64, 256, 512 or even 1024 tiles?
@Socks said:
So basically when you say "actors" you are referring to the white box that comes default when the "+" sign is pressed in Game Salad. Not the whole asset including the actual imagery with will be in this situation sprites. I understand this! I just can't seem to wrap my head around the whole BG situation.
Sorry for the long post and the perhaps misunderstanding. I really appreciate your support.
Best Regards,
'if my actor is 100 px - I must create it (my actor) at 200 px' ? + "Correct!"
If you want a 100 x 100 pixel actor you would make it 100 x 100 pixels.
Any way you like ! It would all depend on what you are trying to achieve.
You seem to be conflating two things here, you seem to be saying 'iPhone 6+ requires x3 image assets . . but you said it is a bad thing to do because . . . '
I've not said that designing image assets at x3 for an iPhone6+ is a bad thing, nor have I said 'it' (?) will [hog] the device memory.
The largest image size you are able to import into GameSalad is 2048 x 2048 pixels.
1472 x 828 is a lot less resolution than 2208 x 1242, it will likely result in noticeably soft/blurred imagery (depending on the nature and style of your game), personally I'd stick to 2208 x 1242, but that's a choice you have to make / test for yourself.
You cannot import a single x3 image for an iPhone6+ project as it is larger than the maximum image size allowed.
Yes, that is an actor.
Well at least that's one of us ! I don't know what most of that sentence means.
It's not clear to me where the confusion lies, you know the size of the scene, you know the upper limitations of image size, the resolution images need to be . . . and so on . . . what is it you don't understand ?
My confusion is in the backdrop image size when is created in photoshop at 2208 x 1242 the size for iPhone it won't let me import to game salad.
if the maximum size for import is 2048x2048, how do I get my 2208 x 1242 in the program to begin with?
thanks
I tried the re-size feature in the actual game salad program, and it turns my images from 2208 x 1242 to 2048x1152 and it's the biggest size it will allow me to import.
how do you get a 2208 x 1242 in your games?
If the maximum allowable image size is 2048 x 2048, then you cannot import a 2208 x 1242 image, I'm not sure how to word this to make it any clearer !?
2048 is the largest size allowable, 2208 is bigger than 2048, therefore 2208 is not allowed.
Does that make sense ? (EDIT made a quick graphic illustration - see post below).
Honestly, regardless of how many times you ask the question the answer will always remain the same ! Lol !? Repeating the question won't slowly stretch the maximum size image GameSalad will accept (as far as I know ), you even state in your own post that 2048 (wide) is 'the biggest size it will allow me to import' . . . and yet still go onto ask 'how do you get a 2208 x 1242 in your games' !?!?
EDIT, made you a quick illustration, hopefully this should make the point a little clearer, two image areas, the blue square is 2048 x 2048 and the red rectangle is 2208 x 1242 - you can see that the red rectangle doesn't fit into the area of the blue square.
Hehe! I understand all you are saying. I know as a fact what the dimension and pixel difference is between both sizes. Thank you for the representation.
So, the answer for creating a background in GS to fit the iPhone screen resolution is 2048 wide if I only want 1 image to fill the entire background. Like a point and click adventure, where you have many rooms and the user tap on screen to gather tools and items.
right?
I read this thread and I am MORE confused than before. So, to design for iPhone 6+ we need 2208x1242. GS won't allow us to import that size. Does that mean that we cannot have perfect iPhone 6+ resolution assets?
Yes, if some reason you need to use only a single image then that image will have to be 2048 wide.
"we need 2208x1242" is a bit of a vague statement, the screen size of an iPhone 6+ is 2208 x 1242 pixels, so you need to design your assets to that size/resolution.
Yes, the maximum image size allowed in GameSalad is 2048 x 2048 pixels.
Not at all, you can have perfect iPhone 6+ resolution assets if you want, just build them with the target resolution in mind.
@Socks The thing is that I need to import backgrounds, and I cannot get them in GS with the target resolution for 6+, that is 2204x1242... Well, everything else will be smaller except the backgrounds, so it shouldn't be that big of a deal.
Split your background image into 2 and put them side by side in your project.
Fortuna Infortuna Forti Una
You can have a 2204 x 1242 background if you want, I'm not entirely sure what the issue is people are having, it seems to be based around the insistence that the background must be a single image, to the point where people are prepared to compromise the quality of their game (or at least the image quality) so that - for some mysterious reason - the background image is a single image !?
@Socks In my case it's a "notebook paper" kind of background, and the actors on it will be stuff drawn by pencil. I'll see what I can do, perhaps I can patch it together from multiple pieces or something.
Just saying, if GS supports the 6+, it might as well support it all the way
GameSalad is unaware of what your image looks like, it cannot tell whether your image is a picture of a cat or a scan of notebook paper, the content of the image is irrelevant, a picture of Paris is no different than a picture of a snowman or a scan of some textured wood, to GameSalad they are all the same.
GS does support the 6+ all the way, the fact that you can't import an image to cover the whole screen doesn't stop you from doing what you need to do, you could import it in two halves for example.
Agree! I was wrapped around that at the beginning and finished splitting my BG into 4 pieces, good resolution and it moves smooth on the iPhone 6. FPS still over 60, even when actors are moving on screen. Thank you @Socks for all your support. Just a tiny note of advice, not everybody and specially creative/noobs in the game making or app making realm, will quickly assume thats the right thing to do is (to split the image in 2/3/4) seems logical, but usually as a creative you create your assets as a whole. At least that was my mindset until now. I'm 33 years old (knows AS,PHP,JS,CSS,HTML5,etc... Can produce art 2D and use Maya for my 3D assets) yet I was so fooled by the mere fact that I couldn't import an image of equal resolution to the one needed without dividing the assets into a tile system. The whole drag and drop feature makes this "invisible" for a while to some peoples brain. Please be more considerate of others in your answers and keep your excellent support. I don't mean to be rude or offend you by any means, thank you!!!
I've not said anywhere that splitting an image is the right thing to do, I just used it as an example, there are any number of ways you could create a 2204 x 1242 background.
Generally speaking game backgrounds tend to be 'built' from a number of pieces.
Well plainly you do mean to be rude, you are calling me inconsiderate.
I'm not sure what to make of that, how should I be more considerate ? Should I change my answer and respond with 'sure you can import a 2204 x 1242 image, you just aren't trying hard enough' ?
@Socks, I knew your feeling were going to get hurt as you seem quite dry and straight forward when answering. Nonetheless, it's ok that you do not poses such quality as to be more considerate. Like I stated before " I don't mean to be rude" yet you are making a whole thread out of it.
Thank you for your support and keep doing what you do! Best of luck.
What makes you think I am hurt by your comment ? I certainly don't feel hurt - and there is nothing in my response that might indicate that I was hurt ?
And secondly if you knew your comments would hurt someone, why make them ?
Lol. Where would the internet be without passive aggressive insults.
One three line response is 'making a whole thread out of it' ?
Wow...
What's the big deal, you've made a comment, had your say, and I've responded to it, if you don't like people responding to comments you've specifically aimed at them then I guess you shouldn't be addressing posts to people in the first place ?