britzl
January 21, 2019, 8:28am
4
We will create a new manual to better try to cover these questions. In general you can say that it depends a bit on how what kind of game you are creating. Have you read these posts:
Is this possible to make the one scene with the same atlas which will perfectly looks on face book app (800x600 app size) and iPad pro (2732x2048 screen size).
Do i need to use just one high res texture and the engine will downscale it or maybe there is a better way like 2 different atlases for high and low res?
What i think, correct me if i wrong, that downscale is not good because low res devices has less video memory and 2732x2048 textures could take all memory.
Thanks.
Defold released iOS 11 support in version 1.2.124 (release notes ). According to a recent Apple Developer News post :
“Starting July 2018, all iOS app updates submitted to the App Store must be built with the iOS 11 SDK and must support the Super Retina display of iPhone X.”
What this means specifically to you guys developing games for iOS is that you need to do two things:
Make sure to provide all launch images in game.project. Specifically 1125x2436 and 2436x1125 for the iPhone X.
Make sure …
Hi. To my shame, I haven’t actually started Defold in a while and I just noticed that, when built with the latest version of Defold, my game looked pixelated on my retina mac. I ticked the HiDPI option in game.project and everything was fine. It seems the semantics of this option changed (or some bug got fixed). Can somebody care to explain it to me? How does it affect different metrics (render.get_width(), render.get_window_width()) on different screen types and platforms?
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