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Thread: Any new apple requirements?

  1. #11
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    Yeah, that's what I figured I would do, stick the screen capture object in there and use a key to capture the shots, and also set it to run at the correct resolution so that there's no scaling (scaling is fine on high res games but on pixel games you lose definition when post-scaling).

  2. #12
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
    colej_uk's Avatar
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    Another option is to rescale your screenshots in Photoshop or equivalent.

    If you want a smooth rescale use bilinear or bicubic sampling.
    If you want to preserve the pixelated look you can use nearest neighbour sampling.

  3. #13
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    DistantJ's Avatar
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    Yes, that's what I do, I'm a graphic designer so I have the right tools, but a pixel game will never scale down and retain its sharpness, instead you'll get this look:


  4. #14
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    colej_uk's Avatar
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    I'm not sure what you mean there. Do you mean taking a pixel art game and stretching it? Because obviously then you'll get distortion, as with anything. Stretching a pixel art game will probably look worse than a high res game, in that case then you'll definitely want the original image in the right aspect ratio before the rescale (or use letterboxing).

    But you can take a blown up pixel art game and proportionally scale it down using nearest neighbour and have it be identical to the original. As long as no aliasing has been introduced, you don't scale smaller than the original, and you are proportionally scaling you will be fine. This is what I mean:

    The third image is the downscaled second image using nearest neighbour, and is for all intents and purposes identical to the first.

    With that image you've posted, it looks like you've got some aliasing & sharpening somewhere along the way.

    For those of you who don't know photoshop, you can change the re-sampling of images on the bottom drop down menu in image > resize, or if you want to change the way the scaling tools do it go to preferences > general > image interpolation.

    Basically what I'm saying photoshop is useful for scaling because you have control over how to scale as there are resize methods to suit both pixel art and high res games I'm sure there is something equiviliant in GIMP too.

  5. #15
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    I just take my screens on PC too. Both my games have run at 480x320. Apple requires retina screens, so I just took screenshots and resized X2. In Paint. Paint also allows you to scale with anti-aliasing or nearest neighbor. If you resize the entire image without selecting it anti-aliases it. If you select all and then resize, it does it by nearest neighbor. By the time it gets onto the iphone's small screen though, you can barely tell the difference.

  6. #16
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    I actually updated both my games for iPhone 5 resolution, one of which was out on the day of the release. I too simply print-screened in windows. I'm curious, how come so many have worked in 480x320 resolution? Is it because the games where made when that was the standard or something?

  7. #17
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    Quote Originally Posted by Xeeko View Post
    I actually updated both my games for iPhone 5 resolution, one of which was out on the day of the release. I too simply print-screened in windows. I'm curious, how come so many have worked in 480x320 resolution? Is it because the games where made when that was the standard or something?
    Well up until the iphone 5, if you were working on a universal app, 480x320 or its retina equivelant were really the only logical choices. My games are both pixel art style, so there's no benefit to the added resolution. It would just be more apt to have slowdown.

    Unfortunately reworking my game for iphone 5 is more work than I can put into it right now. Like DistantJ, I have boss stages and cutscenes where there's simply nothing to the left and right of the screen. I will probably design for 16:9 from the ground up in future releases, although it still creates balance issues, such as enemies that get activated once they're on screen will be activated sooner in a 16:9 game, but it also increases the player's time to react.

    Once I'm rich and can afford the new overpriced ipod touch, I will see how my games run on that device. All of my testing on PC occurs on a 16:9 monitor, where I have the game set to fill the screen, and it doesn't look bad at all, so I may just go with the stretch option. We will see.

  8. #18
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    colej_uk's Avatar
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    That's good to know paint includes nearest neighbour & aliasing resize options too.

    I'm also considering going the stretch route with updates for my current games. Either that or stick with the letterbox.

    With stretched graphics I find they look very ugly to begin with as you are used to the original dimensions, but then you quickly adjust to the stretch.

  9. #19
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    DistantJ's Avatar
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    Basically it's not integer scaling, nearest neighbour would create an uneven effect because it's scaling down from the full screen size of my laptop; I will need to make the game run at its proper iPhone resolution and then take the screenshot then.

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