If you choose disable, all iPhone devices have 320x480 resolution. If you choose enable, pre-iPhone4 devices have 320x480 resolution but iPhone4 and iPhone4s have 640x960 resolution.
If you have hires assets for iPhone4, then enable it. Otherwise disable it.
Regarding project properties for iOS - I noticed you can export for either iPhone or iPad families, is it possible to make a universal build with Gideros?
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
So would I need to make changes to the xcode project at the end to support this if I made my app "universal" (meaning that I look at the reported device sizes and layout items etc appropriately)?
Any chance of adding this a feature request?
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
It's disabled by default, and my logical dimensions is 640*960, and I have only one set of graphic ,it's for 640*960, what option should I choose? If I disable this option and exported the project , what will my game looks like on iphone4 devices? I only have a 3gs and the game on it looks just fine.
If you have hi-res graphics (like 640*960), you should enable retina display.
On the other hand, it's better to supply low-res graphics also. For example, prepare a 320*480 image with suffix @half and add a image scale @half -> 0.5. So that devices with low texture memory can load low-res graphics.
For the second question, yes. You can see the difference if you choose Gideros Player > Hardware > Resolution > (iPhone or iPhone 4).
What I mean is: If you disable retina, both iPhone 4 and older iPhones will have 320x480 physical resolution. If you enable retina, iPhone 4 will have 640x960 resolution. If you don't have real iPhone 4 device, it's not possible to see the difference.
is there a reason the option exists instead of just relying on @2x?
I have the same confusion. In my first game, I set the logical dimensions to 320*480 and make three sets of graphics for base , @2X and @1.5X. But after that I'm become lazy and I just make one set of graphic for 640*960 and it works just fine on low resolute device for simple games. And if I enable this option and export again,can I just export assets only? I compared two projects exported by enable and disable this option,the only different is one byte in properties.bin, it's 01 when enabled and 00 when disabled,are there any other difference?
I tried on iphone4 device with the option disabled and it seems you use a low resolution image even if you only have high resolution image in the package,is that true?
If you include one set of graphics, there won't be much difference. But if you provide multiple set of graphics, you should enable retina display so that hi-res graphics will be loaded on iPhone4 and later. If you disable it, the physical resolution of the device will be 320x480 always and low-res graphics will be loaded.
Is that means if you have a 320*480 image ,for example, background.png, and not have background@2x.png, it will just load background.png and scale it to 640*960 on iphone4 when retina display is disabled? but if retina display is enabled,it also just load background.png and scale it to 640*960? why this option exists?
If you have only 320x480 background.png image, and if you select the scaling mode as stretch, then enabling or disabling the retina display won't make any difference.
If you also have background@2x.png and you enable retina display, older iPhones will load background.png and iPhone 4 will load background@2x.png.
Comments
If you have hires assets for iPhone4, then enable it. Otherwise disable it.
Likes: avo
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Any chance of adding this a feature request?
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Likes: techdojo
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
If I disable this option and exported the project , what will my game looks like on iphone4 devices?
I only have a 3gs and the game on it looks just fine.
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
On the other hand, it's better to supply low-res graphics also. For example, prepare a 320*480 image with suffix @half and add a image scale @half -> 0.5. So that devices with low texture memory can load low-res graphics.
For the second question, yes. You can see the difference if you choose Gideros Player > Hardware > Resolution > (iPhone or iPhone 4).
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
What I mean is: If you disable retina, both iPhone 4 and older iPhones will have 320x480 physical resolution. If you enable retina, iPhone 4 will have 640x960 resolution. If you don't have real iPhone 4 device, it's not possible to see the difference.
And if I enable this option and export again,can I just export assets only? I compared two projects exported by
enable and disable this option,the only different is one byte in properties.bin, it's 01 when enabled and 00 when disabled,are there any other difference?
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
it will just load background.png and scale it to 640*960 on iphone4 when retina display is disabled? but if retina display is enabled,it also just load background.png and scale it to 640*960?
why this option exists?
https://sites.google.com/site/xraystudiogame
https://sites.google.com/site/xraystudiogame
If you also have background@2x.png and you enable retina display, older iPhones will load background.png and iPhone 4 will load background@2x.png.