I have been able to find 160x160 pixel emoji PNGs from iOS (actually WhatsApp but they are roughly the same set). These only show up as 1x when I import them into XCode 7 though.
Is there a way using Photoshop / OS X or similar to create high-resolution (retina friendly even, if possible) Emoji for use in an iOS game utilizing SpriteKit to animate the emoji?
Thanks in advance.
The "Apple Color Emoji" font that's used to render emoji in Mac OS X and iOS uses PNG bitmaps for the glyphs. The 160x160 graphics you've found are the largest ones available in the font — sorry! If you want something larger, you'll need to draw it yourself.
A tool to extract the images is available at: https://github.com/tmm1/emoji-extractor
If they don't need to be the Apple version, you can always download the collection of emoji from Emoji One. They're available in PNG and SVG formats under a Creative Commons Attribution license.
Related
I am into iOS development from past 1+ months and what I have experienced is that I have to put images for 1x 2x 3x for iphone and then 2x retina for ipad. One of the experienced designers has sugguested to me to go for svg format as it scales itself according to the screen sizes.
So my elaborated questions are:
Can I use svg instead of png?
Is it necessary to still put images in 2x and 3x for iphone and ipad if I'm using svg?
Will the images in svg scale according to the phone size and not lose quality?
If any other information according to your experience please share.
Thank you.
Official iOS Dev documentation says "the PNG format is the one most recommended for use in your apps". You can read it for a lot more information here.
Yes, although the supported file types table doesn't list it. Apple values user experience. SVG scaling consumes a few more CPU cycles which they don't like. PNG rendering is more efficient than SVG.
Yes, Apple explicitly recommends using multiple versions of the image at different sizes. Then scaling can be done from the file having the nearest dimensions.
Refer 1. There are cases like zoom-in / out scenarios where SVGs would be better though.
You could use vectorized PDFs alternatively. You can read more here. It isn't without limitations, but with vectorized PDFs, Xcode automatically generates scaled versions. That should make life easier. Note that sometimes the scaled results look quite poor.
Some related questions around Display P3 (wide gamut) image handing:
Is there a file name convention for wide gamut images, like there was for retina (#2x, #3x)?
Is there a way to add wide gamut versions to xcassets?
If we have have sRGB MyPic.png in our Xcode project, how do we use UIImage to load a P3 version?
Or...
Should we simply replace our sRGB images with Display P3 images, and let older sRGB-based devices do their best to display them?
The answers, from Apple, are here: https://developer.apple.com/videos/play/wwdc2016/712/ with PDF here: http://devstreaming.apple.com/videos/wwdc/2016/712ugi7vg8jznn3pc3u/712/712_working_with_wide_color.pdf
Some notes:
Photoshop:
Use Convert to Profile to convert to Display P3 profile
Don't use Assign Profile
Save for Web doesn't work with wide color.
Use Save As -> PNG from 16-bit source doc
Export assets as 16bit PNG files with embedded “Display P3” ICC profile
Xcode:
16-bit PNGs can be dragged into XCAssets.
Xcode will auto-generate the 8-bit sRGB derivative (or you can supply it yourself)
UIImage will automatically load the correct image for your device's display.
App Slicing will cause only the correct images to be included in your app when downloading to a device.
Way more info in that WWDC session.
Naming:
There's no standard I could find, though Webkit's page of examples uses "-P3", e.g. "MyPic-P3.png". This'd be a useful convention if you want both types of file on a server.
I am working in an App which displays the maps. I want to increase the zooming quality of the maps. For zoom to be clear, it should display the vector maps. I have vector maps in .svg format. After lots of searching I found that I can use pdf format or I can use the third party library like SVGKit. I am getting which approach I should follow.
Please suggest me the approach. Also, is it possible to draw the vector maps in the code itself?
Thanks & Regards,
Priya
As you can see Apple Image size iPad Pro size is 2732 x 2048 (landscape) mode so you don't need a image size for the 4096 × 3140 its really really big,
so make all images based on your need for the consider 2732 x 2048 and then use it.
You can compress image by using https://tinypng.com/ its really good and 50% compress image size without loosing its quality.
I am trying to use a pdf image file as Vector Image for LaunchScreen in iOS 9 app but it doesn't shows up. I don't know why.
Per the iOS Human Interface Guide
For all images and icons, the PNG format is recommended. You should
avoid using interlaced PNGs.
Meaning, they don't guarantee support for other formats. You can try to use a launchscreen.xib with a fullscreen uiimageview for greater control over your launch screen interface.
I am currently trying to design the views for my iOS application, I am using Photoshop CS6 for making mockups for my design, and how they should look on the application. Right now I am doing a resolution for iPhone 5S 640 x 1136 px
Although I wish to use the new feature with vector images in Xcode 6, which resolution should I design in now? Also what is the actual size of a #1x image, is it for the iPhone 3? Or...?
Firstly, Photoshop is a pixel based software while Illustrator is a vector based software. So if your using Photoshop, you wouldn't even be able to save it into a vector format.
In terms of resolution, by using Illustrator and creating a vector image, resolution doesn't matter at all (you can make it as big or small as you want and it will still be crystal clear)
Anyways, here is the link: https://www.createful.com/2014/using-vector-pdf-icons-xcode-6/
If you need any clarification/questions, just ask!