The way I see it, we have two options:
1) Adding a base image and other images for different resolutions and defining them like so
@2x2) Putting in images of the highest resolution and scaling them down to fit the screen.
Wouldn't the first method increase the file size by quite a bit? Is there a reason why we don't use the second method?
Comments
the reason for not using bigger resolution image is it will take much texture memory even when using in small resolution device and quality will not look good when we downscale them at considerable size try below image in smaller resolution device and see the diff
< img src="http://informationaccess.files.wordpress.com/2008/07/wordle-infoaccess_20080725-51.png"/>
A single background image for the highest resolution has a size of 1.5 mb. If we add up the size of a single image in 3 resolutions, it goes upto 2 mb.
In my opinion, any game of more than 30 mb would have a hard time being downloaded on impulse unless it's a big publisher, so there's that concern.
Plus from a users point of view, would I want appHD, appSD, appMD and appXD instead of just app. That is the reason why there is one API than multiple, plus I might have an sd phone and I might have purchased the app, now when I have the hd, should I purchase the hd version of the app or the same app scale up/down according to the device?
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps