I'm pulling live icons in iTunes Appstore from the iTunes api:
http://www.apple.com/itunes/affiliates/resources/documentation/itunes-store-web-service-search-api.html#searchexamples
Like this
http://itunes.apple.com/lookup?country=JP&id=288210303
Down the json, there is this entry:
"artworkUrl60": "http://a689.phobos.apple.com/us/r30/Purple4/v4/e0/1e/4f/e01e4ff0-05dd-165a-534b-6de08c99a6b4/icon.png",
This image turns out to be a 57x57 pixel icon. Not enough for retina screens. How can I get other scales of the artwork? I don't think I'm supposed to get 1024x1024px versions and scale them down right?
So, I'm hoping to get 60x60 point scale 2 most of the time, ie 120x120 pixels. And for our iOS6 friends 57x57 points/114x114 pixels.
Related
We are on the verge of uploading our first production app to the App Store. I have taken screenshots using an iPhone 8 (4.7"), an iPhone X (5.8"), and an iPad (9.7").
Now, I understand based on Apple's documentation that it is valid to upload these "alternative sizes" (aside: these alternative sizes are ~70% of iOS devices but I digress) and the sizes will be upscaled accordingly to the larger sizes of iPhone (5.5") and iPhone X (6.5", XS Max only as of this writing), and iPad Pro (10.5", 11", 12.9").
My issue is that the promo video for my app was produced at the conventional HD 1080x1920 (valid for 5.5") and 1200x1600 (valid for 12.9"). I can of course downscale these, but ideally I would like to keep the original higher resolution. So my question is: if I upload a mixed bag of assets, will e.g. an iPad Pro still display my preview video AND the upscaled smaller images from my 9.7" upload? Will an iPhone X, which has its own images but a promo uploaded only for 5.5" still show that iPhone 5.5" promo? In most general terms, can I mix and match sizes and expect the App Store to provide assets to the user appropriately?
I spoke with Apple. The short of it is that App Previews (video) and App Screenshots (stills) are separate entities, so you can mix and match. That said, according to the rep with whom I spoke they will never upscale images or video for you. So you should always use the largest device size. He suggested that any images I had in a lower scale I scale up in Photoshop and then submit.
I'm having trouble setting my launch screen image (not a image that fills the entire page i.e., not a splash screen) that works on all the iOS products (iPhone, iPad to name some).
I would like to know the universal pixel or point sizes for each set - 1x, 2x, 3x. As far as my google search goes, assets catalog creator seems to be the solution. But are there any alternates?
I'm a bit confused here. If, say, I want to set an image as background (full screen) for my ios app (iphone), what are the sizes for the image I have to make? I googled and found no clear answer yet.
Using image assets gives no explanation either. I tried creating new image set, it just shows 3 slots for 1x, 2x, and 3x. How the xcode differentiate between what image to use for iphone 5 and iphone 6 (different ratio)?
EDIT
I seem to be unclear about my question. If the image for iphone 5 and 6 is the same, doesn't the aspect ratio differ? It will be stretched on one device or vice versa on the other and I don't want that. Back before the iphone 6, I just create image .png, #2x.png, and -568h#2x.png with the size 320x480, 640x960, and 640×1136. So my question is, for iphone 6 and 6+, what is the naming and size for my images?
If, say, I want to set an image as background (full screen) for my ios app (iphone), what are the sizes for the image I have to make?
You can use [UIScreen mainScreen].bounds's width & height to setup your view frame.
it just shows 3 slots for 1x, 2x, and 3x
They're not used for handling ratio of displaying, just for display solution (retina or not). You can just use xxx.png in your code, and it'll choose to use xxx#2x.png or xxx#3x.png appropriately.
How the xcode differentiate between what image to use for iphone 5 and iphone 6 (different ratio)?
UIImageView has an instance method called -setContentMode:, you can use UIViewContentModeScaleAspectFill mode for displaying in different devices w/ different ratio, i.e., some parts will be cut off.
This link should give you an overview of the differences between the 1x, 2x and the 3x image assets which we get once we create a new image asset.
http://9to5mac.com/2014/08/29/support-for-3x-image-assets-found-in-latest-ios-8-beta-ahead-of-larger-display-iphone-6/
Also when you create a new image asset, you can select image for specific devices such as (iPhone and iPad), if you are only developing for certain devices.
Select the devices as "Device Specific" from the Image Set Shown on the right side of the image.
As for you question, iPhone 5 and iPhone 6, xcode will take the same image assets i.e. 2x, for iPhone 6 Plus it takes the 3x image.
App Icon and Launch Image
Now for the App icon and the Launch image, this following link will guide you through.
http://www.iphonelife.com/blog/31369/unleash-your-inner-app-developer-managing-images-xcode-5-asset-catalogs
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html
for the launch image there are different options available, such as you can individually set images for the landscape and portrait images for different devices.
I have an app in the App store to which I want to add #3x files. I read various posts but I am not sure how to proceed.
I read that coordinate space for the iPhone 6 plus is 414x736 points, (X3) that yields 1242x2208 pixels and not 1080x1920. Also I read that the iPhone 6+ will divide that by 1.15 before rendering to the display which will make it fit.
So lets say my App has a button image that is 44x44 pixels (the #2x file), then I should draw it as 44/2*3*1.15 to make it fit my 1242x2208 photoshop canvas. (/2 for points, times 3 for pixels *1.15 to overscale)
Now Apple documentation says #3x button need to have 66 pixels area, so that seems too small as it is not scaled up by 1.15.
This leads me to think my App canvas should be 1080x1920 which would avoid the iPhone having expensive rescale. So which is right? of course #3x would not be #3x.
Forget the 1.15 thing or actual screen resolution. Just scale up your '#2x' assets by a factor of 3/2, and name them '#3x'. The rest will be taken care of by iOS.
Check these links - how #3x image is works with 1080x1920 size..
http://aten.co/2014/09/12/designing-from-iphone-5-to-iphone-6-iphone-6-more-than-i-bargained-for/
You have to set images in image asset, so iOS automatically assign 2x & 3x images.. for different devices.
Apple now require that a 1024x1024 icon is submitted for the App store. Where can I see an example of where this icon is used? The largest icon I can find in the iTunes store is about 180x180 - even on a retina screen, 360x360 would be sufficient.
I am putting some time into designing a large version of my icon, but if it is going to then be shrunk down, I need to design for this, no?
The large version of the icon is used to generate smaller versions for display in the app store and in other places that require icons in sizes other than the ones you submit. That way, if they need a version of your icon that's 162 px square, or 204 px square, or whatever, they have plenty of pixels in the larger version to ensure a reasonable rendition at smaller size.
Apple used to require a 512 x 512 px icon for this purpose -- sounds like they've doubled the resolution to support retina displays.
Remember, we're talking about a megapixel image here, not a 32 x 32 px tiny icon. When you're dealing with teensy icons, you do have to hand tweak each pixel to get the best approximation of the image you're trying to represent. When you're talking about scaling from 1024 px square to 360 px square, there shouldn't be a problem unless you've added some very fine detail at the large size. Don't do that.
You can find all the 1024x1024 png files in the source of the app's preview page.
Here's the trick:
Go to the app's page: https://itunes.apple.com/us/app/facebook-messenger/id454638411?mt=8
View Page Source (CTRL + U)
Find the "property="og:image" part. (CTRL + F)
<meta content="http://a4.mzstatic.com/us/r30/Purple/v4/c0/92/69/c09269c0-85ca-fd85-5f0f-f235dff13ff8/mzl.lyucgsnh.png" property="og:image" /
Copy the png's url, and paste in to the browser:
http://a4.mzstatic.com/us/r30/Purple/v4/c0/92/69/c09269c0-85ca-fd85-5f0f-f235dff13ff8/mzl.lyucgsnh.png
Voila! :)
From apple:
Starting in July, newly submitted iOS apps require high-resolution
icons and cover art. Large icons and Newsstand cover art must have a
minimum resolution of 1024 x 1024 pixels. To change your app icons or
cover art, go to the Manage Your Applications module on iTunes
Connect. For more information, see the Custom Icon and Image Creation
Guidelines in the iOS Developer Library.
As the largest right now would be the iPad 3 retina, the icon would be used for the AppStore large icon, which used to be 512 x 512, so double that for retina.
The 1024x1024 icons are for the app store according to tho iOS Human Interface Guidelines.. The table states that it is the:
App icon for the App Store
I guess it is for retina and promotion purposes. So Apple can make the large banners in the store and smaller icons out of it.