I usually embed high res images and let gideros scale them down, but it has the drawback of requiring larger textures, possibly larger than low end devices could handle both size and memory wise.
@oleg I was reading your tutorial "Practical Game Development Guide in Gideros 2" but in part 2/4 (that you explains how images appear in diferent device resolutions) I'm limited to select resolutions 1242x2688 and 2048x2732 as you can see in image below.
Do you have any idea why?
Note: I'm writing here instead of in private because it's related to the topic of the post.
@oleg Because gideros keeps its assets in the assets folder and those files are also encrypted I'm not sure that googles system would know how to remove them or if they should be removed to make different apk files from an aab file.
I think the images of different dpi would have to be in subfolders that reside in the resources folder for it to know how to do this.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@oleg Because gideros keeps its assets in the assets folder and those files are also encrypted I'm not sure that googles system would know how to remove them or if they should be removed to make different apk files from an aab file.
I think the images of different dpi would have to be in subfolders that reside in the resources folder for it to know how to do this.
Is it a problem, is it hard to make gideros save images to a resource folder?
I'm not sure at all how it would work - possibly some kind of redirect from the assets folder. It would also need to know where to put the files - eg if the game is one dpi as standard, what dpi are the alternative files, etc...
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
It's also possible that in the resources folder you won't have the ability to have the assets encrypted. I'm not sure if google does some checking of the files (they would 'look' corrupted).
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
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The problem I see of using separeted files for each resolution is that the binary file gets bigger.
Also, up scaling may make image lost resolution, right? That's why I thought it would be better to use a high resolution image and them down scale it.
But as @hgy29 commented, low end devices may not be able to run it.
In the end I'll use the @oleg's solution.
Thank you all.
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Do you have any idea why?
Note: I'm writing here instead of in private because it's related to the topic of the post.
Likes: plicatibu, oleg
Likes: MoKaLux
I think the images of different dpi would have to be in subfolders that reside in the resources folder for it to know how to do this.
https://deluxepixel.com
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://deluxepixel.com
https://deluxepixel.com