Are you guys designing for the Retina Display?
If anything, having a game designed in high-resolution for the Retina Display boosts sales for iPhone 4 and iPod touch 4th-generation owners, and it also paves the way for an iPad version.
I noticed that some of the recently announced games don't appear to be taking advantage of it. I just thought I might mention that, as it can only help your cause.
I noticed that some of the recently announced games don't appear to be taking advantage of it. I just thought I might mention that, as it can only help your cause.
Comments
EDIT: Actually, I need a much better monitor before I develop for the iPhone 4/iPad... unless GS add in the ability to scale the editing screen! HINT HINT!
Normal actor today i might make would be lets say a 20x20 image/actor.
but really in photoshop i'll make it 40x40, then add the image to gamesalad
and then check the box for RI/Retina.. then in actor change resolution back to 20x20
so it fits nicely in your view.. and because RI was checked when you publish the game
it will display better on the iphone4 because really the image is 40x40?
does this sound right? lol
thx
There's nothing like a "Grisly Manor HD" to boost sales.
http://www.tuaw.com/2010/10/20/tuaw-is-looking-for-news-bloggers/
edit : delete after reading maybe?
I'm imaging that the older generation devices will use the low-resolution graphics, where memory won't be so much of a problem. It seems to run and look great on my iPhone. The big problem is video with Retina Display.
If I activate Resolution Independence, I have to include higher resolution video. That dramatically drains the memory usage. If I don't, the video will look blurry on non-retina displays, as GameSalad will automatically reduce the size of my video for the older devices.
I'm not sure how my game is going to turn out, but Retina Display is awesome. It makes my game look great.
http://itunes.apple.com/us/app/cooking-wicca/id396723894?mt=8
RI makes much larger bundles because it is making a duplicate of all of you graphic resources for the smaller screens. However, if you don't use RI and just pass the high-res version and let the older devices chew of the bigger file, you may be able to keep everything under 20mb.
Hopefully we can keep it below 20MB!!!
QS
If there is a 20M limit on file size for apps to run on 3GS or prior devices, then I will need to try and make sure that my game comes in under that size to even bother with allowing Resolution Independence (currently, I have designed my image files to allow it by making them all multiples of 4 in the size dimensions.... as I understand it, this is all I will need to do so that my game can play on both the 4GS retina display as well as the older iphone devices.... if that is not all I need to do, please let me know, thanks).
The game I'm working on is going to end up being pretty large in size, I would guess, mainly due to the fact that it uses large scene sizes and a lot of images and sounds. It's a large adventure platformer, on the scale of a Sonic type of game..... any chance I can expect the final app size to come in under the 20M (with or without Resolution Independence enabled)?
Any thoughts are greatly appreciated. Thanks
If your game needs to be in that limit or not is your choice!
Of course if your project is 23M so ill suggest to put a bit more effort and bring it down to 20
but if it 50M so i dont think thats an option for you at all.
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about the project size down at the bottom right of the GS editor in the 'Home' section -
if you use Resolution Independence, it will be bigger then that number, so 7.5M will become about 10M IMO , cause it makes small copies of the graphics that takes place.
Roy.