Resize iOS App Preview for all devices - ios

I am soooo close to submitting my app to the app store, but we have one problem. App Previews. You need 1 preview for EVERY device, and I'm sorry I don't have all your devices apple :( . Is there anyway to automatically resize my one app preview I have already without losing MAJOR quality?

The easiest way to do it, is to record an App Preview for the biggest screen size and then scale it down with tools like After Effects or Final Cut Pro. I'm not 100% sure, if you can also do it with iMovie. If you're supporting iPad, you need to create another version for iPads.
Here are the official sizes (Landscape only for simplification):
5 Series: 1920 x 1080 (< Standard 1080p 16:9 aspect ratio) or 1136 x
640
iPhone 6: 1334 x 750 (~ 70% of 1080p)
iPhone 6 Plus: 1920 x 1080
AppleTV: 1920 x 1080
iPad: 1200 x 900 or 1600 x 1200 (4:3 aspect ratio)
I suggest you capture the material for the App Previews with an iPhone 6 Plus (real device or simulator if that works for you) and then scale it down for the best quality. If you don't have an iPhone 6 Plus, you can use an iPhone 6, but you will lose quality.
Summary: You only need 2 different App Previews - with regards to resolutions - if you are only supporting iPhones. (3 if you are supporting iPads.)

Related

Big size image is not showing in ios big resolution screen like ipad

I have already added all images in three format like test.png, test#2x.png, test#3x.png for IOS in resources folder, still on big resolution screen like ipad it shows default one test.png.
I am not getting why this is happening. Am I missing something from code side.
EDIT :
sorry my mistake. my question was wrong.it shows different image but in small size.
i tried 3 different images with same name having #2x,#3x extension. so i come to know that in ipadPro(9.7 inch) it shows #3x image while in iphone5(which lowest screen resolution simulator in my mac) it shows # 2x image.
so how could we decide which screen resolution will take which image?and how can we decide their size.?
Depending on the device, you accomplish this by multiplying the number of pixels in each image by a specific scale factor. A standard resolution image has a scale factor of 1.0 and is referred to as an #1x image. High resolution images have a scale factor of 2.0 or 3.0 and are referred to as #2x and #3x images.
Suppose you have a standard resolution #1x image that’s 100px x 100px, for example. The #2x version of this image would be 200px × 200px. The #3x version would be 300px × 300px.
iPhone X, iPhone 8 Plus, iPhone 7 Plus, and iPhone 6s Plus support 3x
resolution. iPhone 8, iPhone 7, iPhone 6/6s and iPhone 5s/5c support 2x
resolution. All other iPhone devices support 1x resolution.
Consider following sample set of images for view with size 10 points and how do iOS system selects device resolution specific image.
#3x -> 3 * (10px x 10px) = (30px x 30px) // iPhone X, iPhone 8 Plus, iPhone 7 Plus, and iPhone 6s Plus
#2x -> 2 * (10px x 10px) = (20px x 20px) // iPhone 8, iPhone 7, iPhone 6/6s and iPhone 5s/5c
#1x -> 1 * (10px x 10px) = (30px x 30px) // All other iPhone devices
Note: You don't need to do any code (setup) to assign device resolution specific images. Just add images for all (1x, 2x and 3x) types of resolution in your image set. iOS system automatically chooses/selects device resolution specific image from the set of image.
Look at this document of Apple: Image Size and Resolution
Here is nice tutorial for easy understading: DESIGNING FOR THE NEW IPHONE SCREEN RESOLUTIONS

The keyboard in my iOS app is too tall on the iPhone 6. How can I adjust the resolution of the keyboard in XCode?

Currently I am adjusting my already existing iOS App to iOS 8 and the iPhone 6. Currently the keyboard on the iPhone 6 seems pretty tall (like the WhatsApp app before the iPhone 6 Support Update). Can somebody tell me what I have to do, to fix this in my code?
It's not a coding issue. Your app is being rendered for the smaller screen sizes and then scaled up to fit the new larger screens (including the keyboard). You need to include launch images in the native resolutions for the iPhone 6 and 6 plus if you want it to render properly, but you will likely need to be using auto-layout if you want everything to grow to fit the new screen sizes and take advantage of the extra space.
For iPhone 6:
750 x 1334 (#2x) for portrait
1334 x 750 (#2x) for landscape
For iPhone 6 Plus:
1242 x 2208 (#3x) for portrait
2208 x 1242 (#3x) for landscape
or you can go through this link it may help you
http://matthewpalmer.net/blog/2014/09/10/iphone-6-plus-launch-image-adaptive-mode/

App not sized properly iOS 8 iPhone simulator

I decided to rewrite one of my apps from scratch to clean up the code & perhaps optimize it for iOS 8, but when I run the new version in the iPhone simulator the resolution doesn't seem to be correct. There is letterboxing around the top and bottom edges of the app, but the old version doesn't have that even when run on the same Xcode 6 simulator.
Even though I'm using the iPhone 5 simulator (which should be 640 x 1136), the output of [[UIScreen mainScreen] bounds].size is 640 x 960. Every simulator just seems to be running the app at the iPhone 4 resolution. Any ideas what might be causing this?
You need to include Launch Images for all the resolutions you want to support. Default is only 640 x 960. If you include an image with the resolution of 640 x 1136 as a launch image you will support iPhone5. For iPhone6 and 6Plus include launch images in the correct size. See https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html

iPhone 6 addressable screen size

The new iPhone 6 has been announced, and there are multiple posts about the number of pixels and the pixels per inch. That's great, but ignores an important question for developers that I don't seem to be finding anywhere.
What's the addressable screen size?
For example, the iPhone 5 has a 4" screen with 1136x640 pixels. Cool. But if I'm programming for it, the addressable screen size is 568x320. If I draw a line from 0,0 to 568,320 (in landscape mode, full seem, of course) it goes across the entire display, not half of it.
The iPhone 6 has two new pixel sizes, 1334x750 and 1920x1080 for the iPhone 6 Plus. Presumably, this means the addressable screen space for programming is 667x375 for the iPhone 6 and 960x540 for the iPhone 6 Plus. Can anyone confirm that?
Also, the simulator now has a variable size setting, but doesn't come preset for the new iPhones. Do you set the simulator to 1334x750 or 567x375 to set layouts for the iPhone 6?
The iPhone 6 has a scale of 2 so the point size is 375 x 667 (not 375 x 567).
The iPhone 6+ actually has a virtual pixel size of 1242 x 2208 with a scale of 3. So the point size is actually 414 x 736.

iOS background size of images

What size of image I need to have if I want to use it as background to full screen?
1.png 320 - 568 points non retina
1#2x.png 640 - 1126 points retina
Am I right? Or what size are correct?
You could use the size of the splash screen images for your views too, making your app iOS 7 forward compatible.
For iPhone 5 and iPod touch (5th generation):
640 x 1136 pixels
For other iPhone and iPod touch devices:
640 x 960 pixels (retina)
320 x 480 pixels (standard resolution)
It depends on what device you're targeting. If you looking at just the iPhone 5/5s then you're spot on. If you're also taking into account everything below the iPhone 5, then you will also need
320x480 (non retina)
640x960 (retina)
So it just depends on the devices you're supporting. There are loads of resources on the net about these things. Also bear in mind that the background size will be different depending on what components you use, such as navigation bars and tab bars. And also if you're supporting iOS 7 then the status bar is transparent, where as on iOS 6 and below, you don't need to provide the background for that (so the above dimensions are actually correct for iOS 7 but not exactly right for iOS 6)

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