Please do not post the same thing multiple times. The board software automatically flags certain posts as needing moderator attention. This happens the most often for new users. I'm pretty sure this is made clear at the time you attempt to post. Posting the same thing over and over again just makes that many more posts the moderators have to weed through later. This makes us sad. Don't make us sad. If your post/thread doesn't appear, just wait a while. Don't post it again. If it hasn't shown up by the next day, then you can try again. I normally go through posts in the mornings, and try to check a few times throughout the day, but I'm not here 24/7. There will typically be a significant delay before posts are approved. Just be patient.
You need 2 sets of images, regular.png and [email]regular@2x.png[/email]. In Interface Builder, you specify regular.png for your image views and then on retina devices, iOS will automatically load in @2x images if they are available.
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Hi Guys Im making a game and I just wanted to know what is the best way to save the images If I take the image for the main character first
Apple recommends you make two sets of images for the retina and non retina devices, using the @2X
Does this mean I should make 1 image the exact size of the character say 30X40 pixels big and another one twice that size?
or should I just make the large images sizes, say 160X 60 and let the images get scaled down in interface builder?
Im making my images on Adobe illustrator but what format should I be using. png?
Thanks
Chris
With artwork, it's generally better to create the larger images first, and then downsample them to the smaller size.
Illustrator is a little different since it's a vector program.
You do need to be a little careful about designing images at 2x size. You should view them at 50% and make sure you can see the detail, since that will be the display size. They will simply look sharper on a retina screen.
Yes, you should save as PNG. Xcode is optimized for PNG, and the process of building an app creates compressed versions of your PNGs. PNG files also can include a mask, where JPG images cannot.
Regards,
Duncan C WareTo
Animated GIF created with Face Dancer, available for free in the app store.
Ideally you should avoid scalling in code and use images for each resolution. You will find it hard to get the images perfect for each device.
The naming conventions are:
Standard: <ImageName><device_modifier>.<filename_extension> High resolution: <ImageName>@2x<device_modifier>.<filename_extension>
So if your targeting both iPhone and iPad with Retina graphics you would name your player images like so:
player@2~ipad.png 60 x 80 pixels player~ipad.png 30 x 40 pixels player@2~iphone.png 20 x 27 pixels player~iphone.png 10 x 13 pixels
Basically take your Retina size graphics (the highest resolution at 60x80) and then resize it in a graphics program to half its resolution for the standard display devices and save them with the naming conventions Apple's set.
Its four files for one image but it makes sure your images are perfect for every device. It also doesn't take very long if you start at the max resolution and scale down.I can only repeat what Duncan has said. Make the image with the highest resolution first. Too many times I've created a image for the standard resolution then had to go back later and redo it for retina, ah its a pain!
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0 • Off Topic Insightful Disagree Dislike Like AwesomeIllustrator is a little different since it's a vector program.
You do need to be a little careful about designing images at 2x size. You should view them at 50% and make sure you can see the detail, since that will be the display size. They will simply look sharper on a retina screen.
Yes, you should save as PNG. Xcode is optimized for PNG, and the process of building an app creates compressed versions of your PNGs. PNG files also can include a mask, where JPG images cannot.
Duncan C
WareTo
Animated GIF created with Face Dancer, available for free in the app store.
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0 • Off Topic Insightful Disagree Dislike Like AwesomeThe naming conventions are:
So if your targeting both iPhone and iPad with Retina graphics you would name your player images like so:
Basically take your Retina size graphics (the highest resolution at 60x80) and then resize it in a graphics program to half its resolution for the standard display devices and save them with the naming conventions Apple's set.
Its four files for one image but it makes sure your images are perfect for every device. It also doesn't take very long if you start at the max resolution and scale down.I can only repeat what Duncan has said. Make the image with the highest resolution first. Too many times I've created a image for the standard resolution then had to go back later and redo it for retina, ah its a pain!
Additional reading:
Apple drawing documentation
Good luck with your game!
McCaffers
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