Do I need 2 diffrent image sizes or is 1 size good for all devices?
Hi, Im about to submit my app game but a quick question.
All my art and stuff is simply called "background1.png" but it is 640 by 960 so retina display. All the images are simply called that .png and NOT @2.png. Is that ok? I tested it on iphone 3gs and all shows up fine very nice. and I test it on iphone 4 and my images are even better. Do i need to include two seperate image files or is the one I got ok for both devices?
Hi, Im about to submit my app game but a quick question.
All my art and stuff is simply called "background1.png" but it is 640 by 960 so retina display. All the images are simply called that .png and NOT @2.png. Is that ok? I tested it on iphone 3gs and all shows up fine very nice. and I test it on iphone 4 and my images are even better. Do i need to include two seperate image files or is the one I got ok for both devices?
You need to put images in both resolutions in your app. Making all your images double-sized puts a huge load on the machine. Older devices have less memory and slower processors than the 4/4S, so having to load the large images and scale them down bogs them down.
It's much better to create your art at the highest resolution and scale it down, so you're in good shape.
Check out this password generator app that shows various techniques including using a data container singleton object to share data between objects in your project.
Hi, Im about to submit my app game but a quick question.
All my art and stuff is simply called "background1.png" but it is 640 by 960 so retina display. All the images are simply called that .png and NOT @2.png. Is that ok? I tested it on iphone 3gs and all shows up fine very nice. and I test it on iphone 4 and my images are even better. Do i need to include two seperate image files or is the one I got ok for both devices?
This is just a background, not the splash screen right? If it's a generic background image, then for all intensive purposes yes.
You need to put images in both resolutions in your app. Making all your images double-sized puts a huge load on the machine. Older devices have less memory and slower processors than the 4/4S, so having to load the large images and scale them down bogs them down.
It's much better to create your art at the highest resolution and scale it down, so you're in good shape.
Ok Duncan thank you, but I dont connect my images via code, i do it in interface builder.. SO lets say I do scale my images down to 320-480 and I name it background.png but keep the original i got at 640-960 background@2x.png. will the iphone automatically detect which one it needs?
And I guess this puts another... 30 minutes to my work right now scaling down the images.
Another question: Some of my images are small already, if i make them smaller they will actually not be the correct size on the 3gs and they will ve stretched, so I take it I leave those the way they are? OR I double those and name them @2.png?
ALSO the splash screen is 640 by 960 so I take it i need to scale that down too right?
Check out this password generator app that shows various techniques including using a data container singleton object to share data between objects in your project.