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  1. Release Candidate 0.12.5 is available!

    AlchimiaStudios
    by AlchimiaStudios · September 2014
    This will mean supporting the ipad 2, ipad mini, and even potentially the iphone 5 will be very very hard due to GS Current performance limitations (heavy memory usage).
  2. Release Candidate 0.12.5 is available!

    Socks
    by Socks · September 2014
    All I can say is goodbye clean lines ! As a quick example of the kinds of things to expect, it is now impossible to get single pixel wide line on a Retina iPad or an iPad 1, actually mathematically im
  3. Release Candidate 0.12.5 is available!

    adent42
    by adent42 · September 2014
    * Image@2x - iPhone 6 - 4, iPad w/RI
  4. Release Candidate 0.12.5 is available!

    Socks
    by Socks · September 2014
    (Quote)
  5. Release Candidate 0.12.5 is available!

    Socks
    by Socks · September 2014
    This all sounds a little messy to me ! So basically anything we are currently working on for Retina iPad will end up being scaled down to sub Retina resolutions (1365 x 1024 pixels) ? Goodbye sharp li
  6. Release Candidate 0.12.5 is available!

    AlchimiaStudios
    by AlchimiaStudios · September 2014
    So let me get this straight, With RI enabled on a ipad with a resolution of 2048x1536 and images of 3076x2304 they would be just downscaling? If I don't choose RI and I use the current images then eve
  7. Release Candidate 0.12.5 is available!

    Socks
    by Socks · September 2014
    So as it stands, iPads apps produced with GameSalad are going to experience a drop in image quality if we continue to work at their current screen resolution ? And not just a subtle drop in quality ei
  8. Release Candidate 0.12.5 is available!

    adent42
    by adent42 · September 2014
    FYI, we would be using the @2x images on iPad as @JSproject states.
  9. Release Candidate 0.12.5 is available!

    JSproject
    by JSproject · September 2014
    Using the current images (2x assets with ipad retina as base) but turning off RI would kill off, currently working, support for: Ipad Mini and Ipad 2 since those devices only have 512 MB RAM and can't
  10. Release Candidate 0.12.5 is available!

    JSproject
    by JSproject · September 2014
    (Quote)
  11. Release Candidate 0.12.5 is available!

    Socks
    by Socks · September 2014
    What are you basing this idea on, I'm not disagreeing, I'm just curious as to what you've read that says the 2048 x 1536 iPad would choose to use not the 2048 x 1536 image, but the 1365x1024 image ?
  12. Release Candidate 0.12.5 is available!

    JSproject
    by JSproject · September 2014
    Lets say that we currently have a single full size image for ipad, at retina resolution of 2048x1536.
  13. Release Candidate 0.12.5 is available!

    BBEnk
    by BBEnk · September 2014
    How will this work with apps built using iPad size and Universal?
  14. Release Candidate 0.12.5 is available!

    JSproject
    by JSproject · September 2014
    If we have designed an app with retina ipad as base then we will already have 2x images that should display nicely on iphone6/plus. We will of course then have "Resolution Independence&qu
  15. issue with viewer and Gamesalade new version.

    GoodPuppyGames
    by GoodPuppyGames · September 2014
    I have the same problem with my Ipad with 12.4 viewer, Gamesalad Creator Not Found.
  16. Run Rob Run is now live in iTunes/Play Store

    pHghost
    by pHghost · September 2014
    Yes, the very same with art, since iPad is also @2x retina. The only exception to the rule is the iPhone 6 Plus (which is @3x, technically), but if you prepare graphics for iPad resolution, they shoul
  17. Using iPhone 5 platform just put the graphics in iPhone 6+ Resolution

    pHghost
    by pHghost · September 2014
    Personally, I quadruple them. I take my doubles and double them again. That makes them usable on all iOS 8 devices, from iPhone 4s all the way up to iPad Air (and since they are 4x, they are automatic
  18. Run Rob Run is now live in iTunes/Play Store

    marc_greiff
    by marc_greiff · September 2014
    @pHghost‌ thanks for the insight! Making the game universal was kind of an after thought to be honest, the real focus was iphone/handheld. Future projects though, I think I'll be starting with iPad
  19. Using iPhone 5 platform just put the graphics in iPhone 6+ Resolution

    Tiny_Ideas
    by Tiny_Ideas · September 2014
    Yeah, not looking to support iPad just yet -Just want to update my game and make sure that importing larger images would do the trick.
  20. Using iPhone 5 platform just put the graphics in iPhone 6+ Resolution

    pHghost
    by pHghost · September 2014
    Start form iPad if you are starting a new game.
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