Exporting GS to look good on 4K display - is it possible?

LokitoesLokitoes Member, PRO Posts: 187

I notice people talking about 4K a bit on these forums but in the list of options for gs files the highest one I can see is 720HD - is that correct, or is 'Macbook' higher? Or is there a higher one still? I'm assuming it isn't possible since when one tries to bring a large picture into GS it compresses it anyway...? I'm being asked a lot recently to create 4K outputs, which is hard when GameSalad is one of the only programs I currently use haha!

Alternatively, do you think if I found a 4K monitor and played a GS .app on it that was resolution independent, it would look ok? (You know, in that dream land where I just happen upon a new monitor). :smirk:

Comments

  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2016

    @Lokitoes said:
    Or is there a higher one still?

    You can make your artwork any resolution you like.

    A 720p project with x3 assets = 4k resolution.

  • LokitoesLokitoes Member, PRO Posts: 187

    Hey @Socks thanks for that :) what do you mean by x3 assets? How does one do that?

  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2016

    @Lokitoes said:
    Hey @Socks thanks for that :) what do you mean by x3 assets? How does one do that?

    If in your project you have a 100 x 100 pixel actor, the artwork for that actor would need to be 300 x 300 pixels . . . . if you actor was 30 x 30 pixels the artwork would need to be 90 x 90 pixels . . . and so on.

  • LokitoesLokitoes Member, PRO Posts: 187

    Oh ok that's simple then. Sometimes when bringing in an image it says the file is too big for GS, and it compresses it (to what size, I don't actually know). So maybe that's necessarily big... @Socks

  • LokitoesLokitoes Member, PRO Posts: 187

    Sorry to keep asking, but @Socks does that mean x3 bigger in the 'size' section, then manually scaled down on the scene itself, or does that x3 just refer to the size of the actual actor's image when imported? If that makes sense... As in do I have to keep the propotype size larger and manually scale the actor down on the screen or can I make the prorotype smaller within the actor without losing quality?

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

    @Lokitoes said:
    Oh ok that's simple then. Sometimes when bringing in an image it says the file is too big for GS, and it compresses it (to what size, I don't actually know).

    The image size is reduced, it is not compressed. The maximum size is 2048 x 2048 pixels.

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

    @Lokitoes said:
    Sorry to keep asking, but @Socks does that mean x3 bigger in the 'size' section, then manually scaled down on the scene itself, or does that x3 just refer to the size of the actual actor's image when imported? If that makes sense... As in do I have to keep the propotype size larger and manually scale the actor down on the screen or can I make the prorotype smaller within the actor without losing quality?

    I didn't understand any of that ! :)

    If you have 100 x 100 pixel actor in your scene you should make your image for that actor 300 x 300 pixels.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    If you have 100 x 100 pixel actor in your scene you should make your image for that actor 300 x 300 pixels.

    Yes that is exactly it.

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

    @Lost_Oasis_Games said:

    If you have 100 x 100 pixel actor in your scene you should make your image for that actor 300 x 300 pixels.

    Yes that is exactly it.

    Yep! GameSalad is great the way it dynamically handles resolution, want to convert a 1024 x 768 project to Retina (1536 x 2048) ? Simply double the resolution of your images. Want a 720p project to support 4k ? Simply make your image assets x3.

  • LokitoesLokitoes Member, PRO Posts: 187

    Does that mean technically you could still use a smaller setting such as the iPad setting, on 'resolution independence', and it would STILL be able to do 4k as long as the images were large enough? @Socks

  • LokitoesLokitoes Member, PRO Posts: 187

    or @Lost_Oasis_Games , Does that mean technically you could still use a smaller setting such as the iPad setting, on 'resolution independence', and it would STILL be able to do 4k as long as the images were large enough?

  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2016

    @Lokitoes said:
    Does that mean technically you could still use a smaller setting such as the iPad setting, on 'resolution independence', and it would STILL be able to do 4k as long as the images were large enough? @Socks

    iPad wouldn't be the ideal choice as the aspect ratio is wrong for 4k, ideally you's use a 16:9 aspect ratio project (iPhone5, iPhone6, 720pHD).

    Also 'resolution independence' has no bearing on whether your project supports 4k or not, it simply produces a set of lower resolution images for lower powered devices.

    A 720pHD project with x3 assets should work fine.

  • LokitoesLokitoes Member, PRO Posts: 187

    Thanks for your help guys, worked a treat!

Sign In or Register to comment.