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Gideros automatic resolution not working
Gideros automatic resolution not working








gideros automatic resolution not working
  1. #Gideros automatic resolution not working upgrade
  2. #Gideros automatic resolution not working plus

Apple is known for it's rejection policy and they want that the new retina display be supported, and with over 3-4 million units sold in the first week of introduction, there is a huge market with these devices, so developers want to upgrade their apps with graphics for these devices. This would mean there will be atleast two set of graphics, one with the 100x100 size and one with the 200x200 size, now with the new iPad that has been upped and a new format is introduced, so there needs to be a new size 400x400 that will be used for the new iPad retina display. Now that is not all, the 100x100 graphic was fine for an iPhone game on a 320x480 resolution, on the iPad (1024x768) that might need to be doubled up just like on the iPhone4 style graphic. Some might argue that a good compression format like JPG would help reduce this problem, try to have some crisp artwork and see how it reproduces when saved to JPG, you will know what I mean.

gideros automatic resolution not working gideros automatic resolution not working

#Gideros automatic resolution not working plus

So a simple graphic of 100x100 pixels would be about 100*100*4 = 40,000 bytes, plus a header to hold all the relevant data, though there is some compression algorithm that attempts to reduce the file size. There's a gap if anyone wants to fill that (though I am working on that one as and when I get some time) The second issue is graphics, now if you are a developer, you already know the size a png file takes, each pixel is composed of 4 bytes, the Red, Green, Blue and Alpha which is in the range of 0-255. We could have amazing sound loops (instrumental) but at a very small filesize. Unfortunately there is still no library that can play MIDI files or sound that is created on the fly like it used to be on earlier home computers in the late 80's. The maximum size in any project is taken up by two things, Graphics and Music/Sound. This was not enough, Apple introduced the new iPad and a new resolution 2048x1536. This was great as it looked very nice, but for the developers this was a bit of a nightmare, assets now needed to be made in three sizes, 320x480, 1024x768 and 640x960. When Apple released the iPhone4 or rather the new Retina display, they upped the resolution from the measly 320x480 to 640x960.










Gideros automatic resolution not working