Question about iOS resolution. See image
VGX
Member Posts: 796
Don't know if this has been mentioned or if its even an issue. We are meant to keep our art in even numbers so it can be halved properly when the creator resizes the images, making it look crisp and clear. One problem as you can see in this image is that the iPhone 6 is the only device that is an odd number when halved. Will this affect your game?
Comments
That's not quite the reason, you need even numbers because Creator takes actor's coordinates from the centre of the actor - and positions actors on the junction of two pixels - if the actor's dimensions were odd this would result in all the pixels in the actor (the image essentially) sitting on the junction of a pair of pixels, so each individual image pixel value would need to be shared between two adjacent device pixels, which results in aliasing.
No, because it's not odd ! It's 1334 x 750.
Even if the resolution were odd, it would only really effect a full screen image, there's nothing to stop you making all your other assets even. For example a 401 x 401 pixel grid will quite happily be populated with 20 x 20 images or 42 x 80 images.
@Socks I'm a bit confused. I was always told that GS needs the graphics to be even numbers specially pixel art.
you see the image, the brush size is 2 top and side but if not even then it can make your game/graphics not look right and end up like the second image making your game look out of proportion
Doesn't matter, perhaps making myself look dumb now
Yes, that's right images should ideally be divisible by 2.
"specially pixel art"
Pixel art has no special property above and beyond any other pixel based image when it comes to how GameSalad handles image assets.
I don't quite understand what you are saying ?
@Socks Here a pic of a slime. On all other devices it looks fine. But when design for iPhone 6 (and only happens on the 6) not the Plus it looks out of proportion.
Is because of the odd numbers of the display or GS having a moment?
Is that an actual screenshot off the device ?
@Socks I dont think it's a screenshot from the device, otherwise it would look blurry correct? @VeiraGames I can see that the character (and the thingy on the left) are 36 pixels wide (36/4=9), and the hight of the character is 40 pixels high (40/4=10). Because the horizontal pixels are not dividable by 4, it wont look right. Thats why its getting stretched on the right side. If you make the character 40x40 or something its should display correctly.
@youguys I know whats going one here! this guy has resolution independence ticked! on IOS thus GS is scaling his images for him resulting in the defunct iphone6 image, maybe?
Yep, that's what I was thinking, OpenGL on iOS devices would use some sort of bilinear or bicubic interpolation, rather than nearest neighbour, so we should see some aliasing (burring/smearing).
I would expect to see something like this:
@Socks yup, it would look like that, but only the right side when the horizontal pixels aren't dividable. @jay2dx It might be a resolution independence issue, but it would still be related to the fact that it's not dividable.
Resolution independence seems to be the issue. Sometimes its the simplest thing that is hard to work out (well for some people... "cough" me)