I have started making iPhone games and need to know what resolution to make the images (sprites) in the game. As for now I have been making my images on paint and they are 72 ppi by default. However, I am aware that the iPhone 6 Plus has a ppi of 401. When I run my game in the IOS simulator the images do not look like they have a lower resolution than they should. So my question is: is it okay to leave the images at 72 ppi or do I need to remake them in 401? Also, do I need to make different resolution Images for each iPhone screen size or is that done automatically? Any advice would be greatly appreciated, thank you.
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Since the induction of 6 and 6 plus its the first time I'm starting to work on a new app. Now I'm a bit confused about the use of graphical assets for my app. See for 5/5S things were pretty simple. If I have to make an image view of lets say 180 x 30 points then my image would of 2x resolution that would be 360 x 60 and would fit pretty good inside my image view. Now since 6 and 6 plus have different screen sizes than 5/5S and different resolutions, what is the recommendation here. Should I keep the image view size same on all three devices that is 180 x 30 points. If so, what image resolutions should I be using for the 3 different devices. It would be 2x for 5/5S but what about 6 and 6 Plus and how will Xcode determine to load those automatically? Or should I use different image view size that is larger than 180 x 30 for 6 and 6 plus? Im confused here that how this all works. Help is highly appreciated. Thanks
So your image view size should always be the same amount of points on the phone. Your image will be in the assets and will be different based on the device.
So if on the non retina screen you had 180x30 and on the 5s retina you used 360x60, you would keep the same 2x(360x60) for the 6 and then 3x for the 6+(540x90)
Just add the images to your assets in the correct buckets and it should be taken care of for you.
You should keep your image view point sizes the same but you should add a new pixel resolution for all of your images (3x) which will be used for the 6+. Although the 6+ is slightly less than exactly 3x resolution, the OS does some scaling so that you can just give a 3x image and it will work correctly.
A couple of Xcode versions ago Apple added asset catalogs that make it incredibly easy to manage having multiple resolutions. Just simply drag the correct images into their correct resolution bucket and it will work automagically. Much simpler than having to append #2x and #3x to all of your images like in older versions.
Everyone knows 1242x2208 is the best resolution to design graphic for iPhone 6 Plus.
Launch screens are required to show in 1242x2208 but how about the rest of the images or design?
Will we have pixelated images if we use 1080x1920 for other images?
Thanks
My experience has shown that 1080x1920 is sufficient.
1242x2208 is overkill.
It's ok to use 1080x1920 assets, the only reason they tell you to use 1242x2208 is because it's exactly 3 times 414x736 so the iPhone can easily map points to pixels and then downsample do 1080x1920.
Just keep in mind that screenshots are always saved in the logical 3× size (1242x2208).
Check out this page mentioned by Mike Pollard and don't forget that
Pixel-perfect rendering is a thing of the past on the iPhone platform - Ole Begemann
I got non retina graphics from a graphic designer to use with an app. The splash screen has a resolution of 400x640. And yet I am supposed to make a universal iphone 5 and ipad app using this graphics. It is in a .jpg file.
My question is, is it possible to use such low resolution images (400x640) on a retina iPad which requires 1536x2048 pixel images? Or should I get images of proper resolution?
You can see on the Apple's developer page that you must meet some graphic requirements for you app. If it's possible to ask for proper resolutions I believe it would be the best.
You can find more information here to pass it to your graphic designer
You can also read here more exactly what is required and what not if you want to get your app in the store
The aspect ratios of the images are different for a start.
Also, IIRC, if you don't have a default image that is 568 points tall, then your app will run letterboxed on 4 inch phone screens.
I am making a Universal app on xCode 4.4, using Storyboards. I am making the images for this app in Photoshop. I want to make a background image that fills the whole screen.
What I want to know is:
What resolution do I make the images?
Do I need 1 for iPad and 1 for iPhone, or more?
How do you make it work with the iPhone 5 as well?
You might need up to 10 background images:
There's the retina iPad: 2048x1536, non retina iPad and iPad Mini: 1024x768, retina iPhone: 640x960, non-retina iPhone: 320x480 and the new iPhone 5 (retina only): 640x1136.
That's 5. If you want to support both landscape and portrait, then you have 10 combinations.
PS: If you decide to keep the status bar visible (as most apps do), then reduce the height with 20 pixels (40 pixels for retina displays). That's how much room is needed for the status bar.
You should consider the approach of using only one image. The user experience of most apps is poor if you dont respect the available canvas size.
And you might want to focus special areas of your artwork to the user.
I would propose you to implement different scenarios at least for iPad and iPhone.
The resolution itself is described within the specs. So use one for iPhone and one for iPad, the different logos are posted in two resolution, with a postfix #2x or for the new Appstore dimensions with another prefix, but all these details are within the specs.
My experience is that in most cases you have to organise the user interface separately in order to provide a good user experience.
My current resolution of all the pictures (all of png format) in my app is 300, which I realized is too high,
I heard that 72 ppi will be enough, but however I just wanna make the best vision effect of these pictures,
so what is the best resolution of pictures for IOS app? both Retina and former screens.
And one more question, I tried to save my pictures in photoShop to 72 ppi,
but after I drag that picture to my XCode project, XCode tells that the resolution is 71 pixels/inch,
would it be a problem?
THanks a lot!
The answers to your questions can be found here.
But in short, 72 dpi is what you want. Retina screen imagery is termed 'High Definition' but is simply twice the size as non Retina imagery, i.e. your app icon is nominally 57x57 pixels but your retina variant of the same icon is 114x114 pixels (both images being 72dpi).
Re: your photoshop query. I have no idea about photoshop itself but in this instance I can't imagine why an image less than 72dpi would cause too great an issue. Photoshop gurus will be able to tell you why this is happening.