Image Sharpness
danlbryant
Member Posts: 236
Hey guys, I'm started testing my new game on my iPod touch 2g and i noticed that some images look kind of blurry compared to the GS preview. Is that just gamesalad? or am i making my images wrong?
I make PNG images from photoshop
I make PNG images from photoshop
Comments
However, if you you want to use the Resolution Independence option for iPhone4, you cannot use the "fixed" mode, all your graphics need to be set to stretch.
Also, for iPhone4 Resolution Independence, make all of your dimensions not only even, but also a multiple of 4 - otherwise they will blur when scaled. A 70x70 graphic will now become 35x35, causing a blur.
The length and width can be different values. 16x32 for example.
But for example, 6 is even, but not a power of two.
I think I read somewhere that iPhone requires gfx as a power of two.
If i'm wrong, that'd be great! Anyone know for sure?
So a 346x378 graphic would fit into a 512x512 "chunk".
For example, a 130x68 graphic will require a 256x128 piece of memory. If possible, that would be much better memory-wise as a 128x64 graphic.
You don't need to let it dictate your design, but you should be aware of it.
Making the graphics an even number is because GameSalad centers everything. An odd pixel will get split, causing the blur.
Because the tiled graphics mode is the most important one of them all. Without it, you'd need thousands of performance killing single actors...
I think that you need to use Stretched.
But I haven't tested it yet.
And I definitely agree with you.
Ideally all of the modes would still work.
RI basically makes a copy of the graphic. One is name "graphic.png" and the other is name "graphic@2x.png". You provide the latter (but GS adds the @2x part of the name) and GS creates the prior on the upload compile. The first is then used on pre-4G devices and the second is used on 4G retina devices. That's all there is to it.
Yes, then I believe it should be possible, if you simply use the large version in fixed or tiled mode and keep the actual in-game-image dimension to the desired size. The graphics will probably look strange and cropped in the editor, but as the right image will be displayed later on, it should look ok during runtime. I'll just go and test it.
Any number that can be dived by 2 and not leave an odd number?
4, 8, 12, 16, 20, 24, 28, 32, 36, 40 etc ?
Thanks Guys,
Darren.
I'll checked Resolution Independence, and run GS Viewer on my iPhone 3G (yes, I know that RI is for iPhone 4, but I want to make a game that will look good on 3G and 4). But all graphics are blurry.
Could you please tell me what I possibly made wrong?
I don't have FIXED option on, it's all Stretched.
Also every image position is divisible by 2.
Thank you.
Also I'm wondering if anyone has tried the independence resolution on iPhone 4 with tile as mentioned above?
Before I tried using RI, I successfully tiled a background by creating a 2880 X 1920 actor and assigning a 480 X 320 image. I set both the horizontal and vertical wrap on the actor to 'tile'. The image repeated 6 times horizontally and 4 times vertically on both the 3GS and iPhone 4.
In an effort to use RI, I created a new background image by doubling the original image's size to 960 X 640 and saving it as a new image. I then reimported it into the project and assigned it to the actor in the background. In the preview window, the image looked twice as big as intended... which is what you would expect. Playing back on my 3GS the image looked correct... which is also what you would expect with the RI feature.
However, playing back on my iPhone 4, the image remained twice as large as intended. Does anyone have suggestions for creating tiled images so that the tile does not double in size on the iPhone 4 when using RI?
Either drop image into scene to create actor
Or drop into actor inspector but do NOT drop onto an already created actor...
probably other ways but this is what I have found so far.