I have a question regarding universal game assets and absolute positioning of a SKNodes in Sprite Kit (iOS 8+).
I will try to present my problem through an example as follows:
Imagine a 2D top down game with a SKSpriteNode which represents a house. A house has multiple child SKSpriteNodes which represent chairs, desk, sofa, etc.
I have 3 versions of house asset:
1x - 200 x 200px (Non-retina iPads),
2x - 400 x 400px (Retina iPhones and iPads),
3x - 600 x 600px (iPhone 6 Plus).
Important:
Child nodes (chairs, desk, etc.) positions are defined in a .plist file. Something like this (JSON representation):
children: [
{
position = {20,20};
},
...
]
Since the position is defined in points and not in pixels, everything gets positioned like expected according to device screen scale. For 1x devices the position stays {20,20}, for 2x position is {40,40} and for 3x the position is {60,60}.
Problem:
The problem is that 200x200px and 400x400px assets are way to small for iPad devices in order to achieve similar look and feel on all devices.
Question:
How to successfully present/import assets in a way that would enable
me to achieve similar (if not the same) look and feel on all
devices/screen sizes without breaking child nodes positioning?
My takes:
Take 1:
I could simply use the existing 400x400px assets on Non-retina iPad devices and 600x600px assets on Retina iPad devices for the house node but the positioning of a child nodes would become broken. This is because the child position value wouldn't change and would still be {20,20} and {40,40} for iPad devices respectively, while the assets would be bigger. This would yield inaccurate child positions relative to the house node.
Take 2:
I could also scale the SKScene size (zoom effect) while using the normal 200x200px and 400x400px sized assets for iPad devices respectively. This works and it keeps the child nodes positioning working but the rendered quality of the scene/assets is not good as it should be. Also, this feels like a hack and we don't want that.
Take 3:
I could also use twice as big assets for iPad devices and double the child nodes position at the runtime. In this case I would use a 400x400px asset for non-retina iPad devices and a new 800x800px asset for retina iPad devices. While this looks great and keeps the child nodes positioning working, it seems like a really big hack fixing child node position during runtime with this:
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
position.x *= 2.0f;
position.y *= 2.0f;
}
Thank you for taking the time to read the question!
I could simply use the existing 400x400px assets on Non-retina iPad
devices and 600x600px assets on Retina iPad devices for the house node
but the positioning of a child nodes would become broken. This is
because the child position value wouldn't change and would still be
{20,20} and {40,40} for iPad devices respectively, while the assets
would be bigger. This would yield inaccurate child positions relative
to the house node.
You can simply scale your house node (not the scene) to a larger size. All you need to do is set the scale on your house to a value that looks good on larger devices. And in fact, instead of checking for iPad we can come up with a formula that sets the scale depending on the size of the screen. Something like the code below should work. Note that it assumes your house is positioned perfectly on a iPhone 4 and it will consistently scale to all larger screens. Note that you really could pick any arbitrary size as your base case, but choosing the smallest screen and scaling up is easiest. Just be sure to provide larger textures so that the textures don't become blurry when scaled.
[house setScale:self.scene.size.width/320.0];
OR
You could use two nodes. A root node for holding the "actual" position, and then an image node child for displaying the image. This will allow you to separate your positional data from what's being displayed. You could resize and position your child image node however you want without messing with the actual position of the root node. You could even include this extra image node data in your JSON.
I could also scale the SKScene size (zoom effect) while using the
normal 200x200px and 400x400px sized assets for iPad devices
respectively. This works and it keeps the child nodes positioning
working but the rendered quality of the scene/assets is not good as it
should be. Also, this feels like a hack and we don't want that.
This option can definitely work if your App can handle the different aspect ratios in someway. For example you could allow scrolling the scene if the scene is scaled larger than the device screen. The loss in quality occurs because you are scaling the textures larger than their expected size. You need to provide larger textures to keep the quality high when zooming. In this case you could probably just use your 600x600 images (or maybe even larger) and let it scale with zoom. For example, in my RTS Sprite-Kit game for OS X I scale the entire scene so I get the same look across all devices. And I don't lose any quality because I make sure to provide very large textures so there is no loss in quality while scaling.
I could also use twice as big assets for iPad devices and double the
child nodes position at the runtime. In this case I would use a
400x400px asset for non-retina iPad devices and a new 800x800px asset
for retina iPad devices. While this looks great and keeps the child
nodes positioning working, it seems like a really big hack fixing
child node position during runtime with this:
This could also work, especially if your iPad requires custom layout. However, if possible avoid checking specifically for iPad and instead use the screen size to create layout rules so your nodes dynamically adjust on all screen sizes consistently (See the line of code above). Sometimes this is not possible if your iPad layout is very different from the iPhone, in which case you will have no choice but to check for iPad.
All three of these solution are good. I wouldn't consider any one of them "hacky." They all work for different purposes. You need to find the solution that works best for your game.
I would also recommend you see my two answers below. Not sure but they may help you with understanding universal positioning and scaling in Sprite Kit.
https://stackoverflow.com/a/25256339/2158465
https://stackoverflow.com/a/29171224/2158465
Good luck with your game, let me know if you have any questions.
There's no easy way to do what you want. One approach would be to use a fixed screen size on your devices. The iPhone 5 all the way up to iPhone 6+ all use a 16:9 aspect ratio for their screens. Whereas the iPad and iPhones 4s and earlier, all use a 4:3 screen aspect ratio.
Before presenting your GameScene, you can determine the screen's aspect ratio and then set a fixed view size like this for 16:9:
GameScene *startGame = [[GameScene alloc] initWithSize:CGSizeMake(736, 414)];
startGame.scaleMode = SKSceneScaleModeAspectFit;
or this for 4:3
GameScene *startGame = [[GameScene alloc] initWithSize:CGSizeMake(1024, 768)];
startGame.scaleMode = SKSceneScaleModeAspectFit;
The exact values really do not matter, only the ratios.
Knowing the exact screen size will allow you to place objects in more precise manner regardless of iPhone 5 screen or 6+ screen.
Using image assets, you can also specify iPad versions of an image.
However there's not really a way around adding some extra logic to your app, branching depending on whether or not your running on the iPad, and adjusting the position manually.
We could discuss how to best incorporate that though: I'm not a fan of this "if I'm not this device" checks all throughout the code. Create an abstract superclass and two subclasses, each handling layout (or whatever you may want to call it) for one interface idiom. You will the only need to check once (when instantiating these) and polymorphism will take care of the rest.
You can use a software as PaintCode to dynamically generate texture perfectly sized to your need.
All you have to do is to define the frame' dimensions for each of your devices.
Related
I want to make a landscape app to be universal, so that the sprite nodes scale proportionally to whatever view size is running the app. I'd like an entirely programmatic solution because I don't like the IB.
My game is pretty simple, and I don't need scrolling or zooming of any kind, so the whole game will always be present and take up the entire view.
Is it possible that what I'm looking for is to change the size of the scene to always fit the view? If so, can you explain this thoroughly because I've tried changing this section of my view controller
if let scene = GameScene(fileNamed:"GameScene")
to be the constructor method that takes size as a parameter but Xcode doesn't like that.
Things I've tried
Using fractions of self.view.bounds.width/height. This usually makes all iPhones look good, but on iPads stretches and skews nodes and the boundary box around thew view.
Changing the scaleMode among all four types. I'd like to keep good practice and feel like .AspectFill (default) is the one I should make my app work with, but open to suggestions. Note; I don't want black edges on any device, just the entire view displayed/scaled proportionally.
Applying programmatic constraints. Now I'm fairly new to this and don't understand constraints completely, but no tutorials I've seen even from RayWenderlich talk about constraints on nodes so I didn't delve to deep in this.
Using a method like this to convert points among views. This actually worked pretty well for point positioning of nodes, and if possible I would like this method to work out, but then I still have the problem of sizes of nodes. Also when I build for iPad with this method the view seems to start off as portrait and the nodes look fine but then I have to manually switch it to landscape and the sprites and view boundaries once again get messed up. Here's the method:
func convert(point: CGPoint)->CGPoint {
return self.view!.convertPoint(CGPoint(x: point.x, y:self.view!.frame.height-point.y), toScene:self)
}
Countless vid tutorials on RW and everywhere else on internet.
Thanks in advance! I appreciate the help. I know this topic is weird because a lot of people ask questions about it but everyone's situation seems to be different enough that one solution doesn't fit all.
I initially tried to do the scaling myself with 2 games and it was just madness (scene size = view size or scene scale mode = .ResizeFill). You have to adjust all values e.g font size, sprite sizes, impulses etc for all devices and it will never be consistent.
So you have 2 options basically
1) Set scene size to 1024X768 (landscape) or 768x1024 (portrait). This was the default setting in Xcode 7.
You than usually just have/show some extra background at the top/bottom (landscape) or left/right (portrait) on iPads which gets cropped on iPhones.
Examples of games that show more on iPads / crop on iPhones:
Altos Adventure, Leos Fortune, Limbo, The Line Zen, Modern Combat 5.
2) Apple changed the default scene size in xCode 8 to iPhone 6/7 (7501334-Portait, 1337750-Landscape). This setting will crop your game on iPads.
Examples of games that show less on iPads:
Lumino City, Robot Unicorn Attack
Chosing between the 2 options is up to you and depends what game you are making. I usually prefer to use option 1 and show more background on iPads.
Regardless of scene size scale mode is usually best left at the default setting of .aspectFill.
To adjust specific things such as labels etc you can do it this way
if UIDevice.current.userInterfaceIdiom == .pad {
...
}
You can try the scene scaling yourself, create a new SpriteKit sample game project. Run on all iPhones and you will notice the HelloWorld label looks perfect on all devices.
Now change the default settings to scene size = frame or use .ResizeFill, the HelloWorld label is not scaled properly anymore on all devices.
As a side note, the line
if let scene = GameScene(fileNamed: "GameScene")
references the GameScene.sks file. You said you do everything programatically, therefore you can probably delete the GameScene.sks file and change the line to
let skView = view as! SKView!
let scene = GameScene(size: CGSize(width: 1024, height: 768)) // 768 x 1024 if portrait
Update:
I am now using a slightly different variant as I had problems adapting my game to iPhoneX. I set scene size to 1334x750 and use aspect fit as scale mode. I than run some code to remove the black bars if needed e.g. on iPads or iPhone X. It’s based on this great article (link no longer works).
http://endlesswavesoftware.com/blog/spritekit-skscene-scalemode/
For the past couple of weeks I have been dabbling with SpriteKit, Xcode, and Swift and despite doing a lot of research I have yet to find out the best way to manage sprite size between devices.
In my game I have found a somewhat round-about way of handling sprite size and position to make my sprites somewhat consistent between devices by manually adjusting characteristics like size, font size, and position with if statements checking for the height of the device. Ideally I would like my entire game views, including the sprites that they house, to be sized proportionally to the device size. I have tried messing with the different SKSceneScaleModes but nothing is really doing the trick.
My question: What is the most efficient way of handling sprite size and positioning between devices in SpriteKit (more specifically in Swift)? I don't care too much about supporting the iPad, mainly just the iPhone 4s - 6 plus. Thanks.
Imo, simply scaling relative to the GameScene's size is good enough. In GameViewController, I initialize the scene to be the view.bounds.size. When you create your sprite, just make a setScale call to make it proportional to view.bounds.size. Since view.bounds.size is based on how big the screen is, you'll get proportionally bigger images for bigger screened devices.
I am quite new to Gideros and game development as well.
I am trying to build a game, it looked fine with the Gideros player, but when I tried with an Android phone, the background was way too small. I changed its properties to autoscaling so as to fit in with the width. The background now fits in the width, but other objects seem to go to absurd locations.
Though I was using W = application:getDeviceWidth(), H = application:getDeviceHeight(), and while setting up the location, used W/2 and H/2 instead of hardcoding it.
However, this object that seems to shift to rightmost bottom end(in landscape left mode) was right at its center if I do not apply fit width property.
What can I do to fix it?
You should use W = application:getContentWidth() , H = application:getContentHeight() which would return logical dimensions that are used when in scaling mode.
Basically it all brings down to these points:
1) Choose the scaling mode that is proper for your game (Letterbox being most popular)
2) Choose logical dimensions for your game and create all the graphics for logical dimensions you set in the project properties (recommended 480x800 or 640x960)
3) Create backgrounds a little more bigger than logical dimensions to cover whitespaces on devices with different ratios
4) Use absolute positioning (http://appcodingeasy.com/Gideros-Mobile/Ignore-Automatic-Screen-Scaling-when-positioning-objects) for objects that need to stick to sides of the screen as on screen buttons for example
5) (Optionally) prepare bigger graphics in in some fixed ratio coefficient and use Automatic Image Resoltuion feature to automatically load them for bigger devices
More information available here:
http://members.giderosmobile.com/knowledgebase.php?action=displayarticle&id=79
Addition: (Difference between device and logical dimensions)
Device dimensions is exactly what device has. Meaning on an iPhone 3GS it will return width as 320
But logical dimensions are exactly what you set in your project properties. No matter what resolution you have, the logical dimensions will always be the same. They basically will be scaled based on the scale mode you choose.
Here are more specifics on that topic: http://appcodingeasy.com/Gideros-Mobile/Difference-between-content-logical-and-device-dimensions-in-Gideros-Mobile
So if you are developing only for one specific resolution, you can use Device dimensions, otherwise it is suggested to use Logical dimensions with the scale mode you find suitable.
Kind of a fun question. I am hoping that is generates a lot of good thinking.
I am in the design, early alpha stage of my current orthogonal game project. I am experimenting with different tile sizes. A few questions as I would like to step off on the right foot.
Should we differentiate tile size (80x80, 32x32 etc) on retina vs. non retina displays, iPhone vs iPad displays?
What is a good recommended tile size that accommodates both the designer and the artist... and why?
Goals:
I would like to a clean, crisp visuals no matter the display format. Cartoony, colorful 16bit to 32bit images no matter the display.
I would like to keep to a 1024x1024 texture size for my atlas. I am hoping this will give me enough tiles to make the world look good and not crush my tile map system.
My current map size is 200 tiles wide x 120 tiles high. The map will be a a low detail (nautically focused) mercator projection of Earth.
Thanks in advance for all the good advice.
E
I usually try to make my games for iPad screen aspect where I'm making sure that the important elements are in a smaller Safe Zone. And the UI can be anchored on specified distance from the edges. Then for iPhone screen aspect I crop a small portion of the screen and layout the UI accordingly.
So if you are working in landscape here are the sizes you need to support:
480x320 - iPhone (0.5)
960x640 - iPhone Retina (1)
1024x768 - iPad (1)
2048x1736 - iPad Retina (2)
The number in brackets indicate the scale. I just like picking iPad (1024x768) for my ingame units. At this point I have all textures in 3 sizes, since I'm using OpenGL I use different mipmaps for each resolution I need. My texture loading function can skip mipmap levels so that on devices that I don't need high res I safe memory and loading time.
Depends if you need to click on individual tiles. In case you need to I'll suggest using 64x64 on iPhone (480x320) 256x256 on iPad Retina (2048x1736). Having all your art in power of 2 is always good. If the size is too large then consider 48x48 for iPhone and 192x192 for iPad Retina. If your game requires you can have smaller tiles but consider having larger active zone around the entities that you have to click (hopefully not every tile will be clickable).
I faced a similar issue a while ago and realized I was tackling the problem from the wrong angle.
You first need to consider the average finger/thumb size of the user and determine how many pixels/points consume that space.
From there you can derive the non-Retina Display pixel units and Retina Display point units to use.
N.B. that a game that might play well on the iPad might not work on the iPhone if the user's fingers obscure the view.
I'm planning on making my first game in xna (simple 2d game) and i wonder which screen resolution that would be appropriate to target the game against.
Resolution for a 2D game is a difficult issue.
Some people ignore it. World of Goo (for PC), for one very famous example, simply always runs at 800x600 on the PC, no matter what. And look how successful it was.
It helps to think about what kind of device you will be targeting. Here are some common resolutions and the devices they apply to:
1280x720 (720p, Xbox 360 "safe" resolution - free hardware scaling, works everywhere)
1920x1080 (1080p, Xbox 360 maximum resolution - can't auto-scale to all resolutions)
800x480 (Windows Phone 7)
1024x768 (iPad)
480x320 (iPhone 3GS and earlier)
960x640 (iPhone 4 retina display)
Android devices also have similar resolutions to WP7 and iOS devices.
(Note that consoles require you to render important elements inside a "title-safe" area or "action-safe" area. Typically 80% and 90% of the full resolution.)
Here is the Valve Hardware Survey, which you can see lists the common PC resolutions (under "Primary Display Resolution").
Targeting 800x480 for a mobile game, or 1280x720 for a desktop/console game, is a good place to start.
If you do want to support multiple resolutions, it is important to think about aspect ratio. Here is an excellent question that lists off some options. Basically your options are letter/pillar-boxing or bleeding (allowing for extra rendering outside "standard" screen bounds - like a title-safe area), or some combination of the two.
If your graphics need to be "pixel perfect" and simply scaling them won't work, then I would recommend targeting a series of base resolutions, and then boxing/bleeding to cover any excess screen on a particular device. When I do this, I usually provide assets for these target screen heights: 320, 480, 640, 720, 1080. Note that providing 5 versions of each asset is a huge amount of work - so try to use scaling wherever possible.
Many choices about resolution handling will depend on what style of game you are making. For example: whether you try to match a horizontal or vertical screen size will depend largely on what direction your game will mostly scroll in.
When I first started with c++ graphics I used 320*240, or 800*600 when I had to use larger images. But it's really up to you, whatever you prefer. As long as you don't use stupid values like 123*549 or something.
'normal' resolutions include but are not limited to:
160*120
320*240
640*480 (probably the most common)
800*600
1024*768