Resolution Independence and Tiles

PhoticsPhotics Member Posts: 4,172
edited November -1 in Working with GS (Mac)
I think I found an issue. I'm trying to figure out the target platform for my RPG. The main reason why I'm thinking it should be iPad is because I don't think it will work on the iPhone 4 Retina Display. Like a traditional 8-BIT / 16-BIT game, I'm using a lot of tiles. Yet, I'm not sure how the iPhone 4 is going to handle the tiles. I can't simply make high-res tiles, as that would just make bigger tiles.

I don't know if GameSalad supports Resolution Independence and Tiles.

Comments

  • AfterBurnettAfterBurnett Member Posts: 3,474
    Doesn't it just shrink any images you put in automatically if you select resolution independence? Should work whether you "tile" or stretch or whatever... I may be wrong... try it :)
  • PhoticsPhotics Member Posts: 4,172
    I don't have an iPhone 4, so I don't know for sure. Tiles ignore the Actor size though. They just fill the actor's bounding box by repeating the same tile.
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Instructions for resolution independence specifically say you have to use stretch.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Ah, my bad.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    You could try the Unofficial GameSalad Textbook... there's a link for it around here somewhere :P

    EDIT: On a serious note, be good to find out. You know someone with an iPhone 4? Be a worthy addition to your book, methinks... seems the whole resolution independence thing is a little "untapped". Be good to have some worthwhile info on it ;-)
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    BarkBarkCo said:
    Instructions for resolution independence specifically say you have to use stretch.

    Looking for it, but can't find the reference I saw. I did see where it says that ALL resources need to be their high-res form when using RI, so this may actually work.

    To test without an iPhone 4:

    Create new actor at 100x100
    Load a 128x128 image and set it to tile.

    The way it should work (IMO) with RI turned on is create a 64x64 copy of your tile image and use that when loading on a no-iPhone 4.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I LOVE that icon, Bark.
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    vals3d made it for me. It's awesome right?
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Very.
  • Rob2Rob2 Member Posts: 2,402
    looks like tile is wrong for Mac preview but correct on viewer on a 3GS with resolution indep.

    With resolution indep set on a landscape iphone project a 128☐ image in a tiling 1024☐ actor displays 128☐ on Mac preview (which is wrong) and 64☐ on a 3GS which is correct.
  • PhoticsPhotics Member Posts: 4,172
    Rob2 said:
    looks like tile is wrong for Mac preview but correct on viewer on a 3GS with resolution indep.

    With resolution indep set on a landscape iphone project a 128☐ image in a tiling 1024☐ actor displays 128☐ on Mac preview (which is wrong) and 64☐ on a 3GS which is correct.

    It seems like GameSalad needs two iPhone preview modes... one for Retina Display and one for without. I'm not sure if my idea is going to work on the iPhone. I can't have it messing up my tiles. That could ruin the whole game.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    What sort of RPG is it? Shining Force style? Final Fantasy? Phantasy Star? Big undertaking, doing an RPG! I'm not patient enough :P
  • StusAppsStusApps Member, PRO Posts: 1,352
    Will it still have Spoko the dog in it?
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Cat! Don't like dogs :P
  • PhoticsPhotics Member Posts: 4,172
    POLYGAMe said:
    What sort of RPG is it? Shining Force style? Final Fantasy? Phantasy Star? Big undertaking, doing an RPG! I'm not patient enough :P

    I'm thinking of a mix between The Legend of Zelda: A Link to the Past and Gauntlet. I'm considering the possibility of multiplayer with Game Center. Perhaps Gendai Games will make an announcement about that today or Monday.
    StusApps said:
    Will it still have Spoko the dog in it?

    Spoko is a side-scrolling game. I'm not planning to include Spoko in this game. This game is a top-down RPG. I'm still figuring out the combat system. While Phantasy Star is one of my favorite RPGs, it's probably not going to have combat like that.
    POLYGAMe said:
    Cat! Don't like dogs :P

    ...and yeah... Spoko might still be a cat... or up to the player to choose.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Cool! If you could figure out a way to make it "casual" as QS suggested, that would rock. An RPG that you can pick up and play at any time, just for a few minutes, or hours if you like.

    You could put Spoko in as a random animal wandering the villages ;)
  • PhoticsPhotics Member Posts: 4,172
    POLYGAMe said:
    You could put Spoko in as a random animal wandering the villages ;)

    That reminds me of the cats in Phantasy Star II... I'm not sure why they were there. It said to get a pet to stay calm, or something like that, but I didn't see a way to actually get a pet.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Hehe, I never got into the PS games... I think they were a bit too hard for me. I really like the Shining Force series, though. I have a mint copy of Shining Force 2 and Shining Force CD for Mega Drive/Mega CD :)
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