HomeForumsGeneral DiscussionConfusion about hi-res

This topic has 2 voices, contains 1 reply, and was last updated by  CyberGreg 132 days ago.

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January 6, 2012 at 10:04 pm #589

BillInPoint

I am making a card game. To get all the card sprites needed to play the game on the screen in a logical and pleasing fashion, I have calculated that on iPad I could make them as large as 65×47 pixels, on iPhone4 54×39 and on iPhone3 27×19 (this is based on the iPad screen being 1024×768, iPhone4 being 960×640, and iPhone3 being 480×320). In general, I would like to make them as large as possible (to make them as easy to see and move as possible). I am not sure what iPhone Game Kit would mean by lo-res and hi-res in this case. Do I just make a set 27×19 for lo-res and 54×39 for hi-res, and ignore 65×47? Or, should I make a special set for iPad? Memory doesn’t seem to be an issue, as 52 cards * 27 * 19 is only 27K, 52 * 54 * 39 = 110K, and 52 * 65 * 47 = 159K. I have a concern about whether the iPhone Game Kit idea that one can make a hi-res sprite sheet with the sprites just 2x the size of the lo-res ones, and they can be easily called, will be violated in some lots-of-extra-programming-to-fix way if I make a special set for iPad.

January 8, 2012 at 1:50 am #2237

CyberGreg

Your memory calculations are off. In general a 1024×1024 sprite sheet will use 4MB of VRAM on the device. Forget about all older devices and stick with armv7 and you are only limited by the available memory of the device, within reason.

There are various formats you can use to lower that 4MB, however it is a good starting / calculation point.

So if your deck of cards fits on two 1024×1024 sheets you still have plenty of memory left to use.

Personally I create all three resources (lo-res, hi-res and iPad) and if you do restrict your app to armv7 then you can use 2048×2048 sheets

Edit: your card size sounds small, Apple recommends a 36 or 42 pixel touch area (can’t remember). I try and never go below 32

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