Game Development Community

Discussion about universal apps and retina resolution graphics

by Conor O'Kane · in iTorque 2D · 06/18/2012 (7:59 pm) · 2 replies

I'd like to start a discussion about how retina graphics are handled in iT2D, and how that affects universal apps.

I feel that the current system, where you have low res images and then higher res versions automatically loaded for retina devices isn't flexible enough, particularly now that there's the iPad 3. This is because there are essentially 3 resolution groups we need to create graphics for. See this image for an explanation.

i.imgur.com/lhMza.png(Actual resolutions are halved to fit on the screen)

iPad 1 and 2 should share the same images as retina phones - they will load different levels because of the aspect ratio differences, but the ipad game should not be loading the quarter size graphics used on the older devices. Our current system does not allow this as far as I know. I haven't made a universal app yet, but I'd like this to be resolved before I even try.

Another issue is if I want to make a game that runs on iPhone 4 and later devices. That isn't possible with iT2D as you have to create your project using non-retina artwork.

I think the resolution handling in iT2d needs to be re-designed. I'd appreciate input from anyone who has tried to make a universal app.

#1
06/19/2012 (1:15 am)
I'd also like to know how the aspect ratio is handled for iPad?
#2
06/19/2012 (6:25 am)
This is trivial to add, even now if you are willing to modify the source. Right now you can specify _hd for higher resolution graphics, but you do have an aspect ratio discrepancy. If you locate the source code that handles the _hd texture, you can modify it to something like this:

No extension: Load regular graphic
_ip4: Load the iPhone 4 graphic
_ipad: Load the iPad graphic
_ipad2: Load the iPad 2 graphic

There's also support to just specify the file in the ImageMap datablock, so you don't have to use the _hd extension on the filename. What I would want to do is extend the source support AND modify the ImageEditor to let you select your images visually through the GUI.