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Question by Lex · Jun 13, 2011 at 12:33 PM · iosresolutionspritemanager2

iOS Sprite/Texture Recomendations

I'm developing a game for iOS using SpriteManager 2 and because iPhone4 has a resolution twice as higher than previous iPhones I want to know what target resolution should I target.

Will there be loss of quality if I make textures/sprites for 960x640 and play on a 480x320? And vice versa? Will I save good app size if I target 480x320 resolution? Any good practices?

One I noticed is that using "Truecolor" for compression method makes my sprites look how I want them to look, is that okay?

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Answer by equalsequals · Jun 13, 2011 at 01:32 PM

Hey there - I've already posted the answer to some 2D best practices here.

Hope that helps.

==

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avatar image Lex · Jun 13, 2011 at 02:50 PM 0
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Yes that helps but I'm still not sure about the which resolution to use between iPhone versions. I want my app to be compatible with new and old iPhone devices, for iPad is okay to have another scene set with different sprites with different size, but what about iPhone? I don't want to make one app for each version.

avatar image equalsequals · Jun 13, 2011 at 03:04 PM 0
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You should really use 2 resolutions, one for older gen devices and one for retina. The standard way of doing things is to have a low and high res version of the sprites. This is because on the older devices the retina-optimized graphics may look great but they will be double the size you need them. This is not only bad for memory, but processing as well. If you use run-time arguments to deter$$anonymous$$e the device generation, you can then dynamically load textures and resize sprite geometry as needed.

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