UIColor, iPhone 5 vs iPhone 4 [duplicate] - ios

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Closed 10 years ago.
Possible Duplicate:
Retina display VS normal display color difference
My designer has provided me with an iPhone app design using photoshop.
The colours work great on the simulator and iMac monitor.
But as soon as those designs get to the device, everything looks off.
I know/am told this has something to with how the iPhone displays colour.
What I think I have to do is find a colour that works on the device using something like LiveView.
The problem is, the colours are perfect on the iPhone5. But for every other device, they are off. Do I have to pick and choose a colour for each device?
Is this a common problem with colours on the iPhone? Or just some colours?
Any help would be much appreciated. Thanks.

Colors will appear differently on any screen - there are some wonderful tools like XScope that you and your visual designer should be using to preview visual designs on-device while designing in Photoshop.
If your designer is comparing what's on their laptop to what's in your coded app, then they're doing it wrong: they need a way to preview their PSDs on-device as they work. What you see on your iMac won't match what you'll see on-device.
In addition, Panic's made a wonderful color picker tool that you should look at. It plugs into OS X's standard color picker, but gives you the ability to generate UIColor code. You can find the tool here: http://panic.com/~wade/picker/

Related

Sketch 3 iOS UI Design not sync with actual design

I am new to Sketch and facing a few issues.
As seen from the pictures below when I use symbols from Sketch default iOS UI Design, why does it looks smaller than the Actual. For example, the Navigation Bar and Bottom Bar look smaller than what actual seen in many applications and even apple's applications.
I am working on iPhone 6 platform with artboard size 375 x 667.
Secondly, I'm also working on iPod Touch. Hence do I need to recreate all my designs to suit the iPod Touch environment?
Any help would be much appreciated, Thanks.
From Sketch using default iOS UI Design:
Actual:

How do I create an iPhone screenshot with the metal chrome around it

Anyone familiar with the old iOS Simulator from ~ 2/3 years ago, it included the (black or white) metal Chrome around the simulator.
This allowed you to take screenshots with the Chrome around it, which made for nice looking app store demo screenshots.
Is there an automatic way to do this, or a service that allows you to upload your screens and does it automatically? -- Otherwise I would have to resort to taking a screenshot, then adding the Chrome around it using something like Teehan & Lax's iPhone GUI PSD -- which is a lot of manual work.
Check out this link : https://developer.apple.com/app-store/marketing/guidelines/#images. In the second part of that passage there are some links to download different chromes image.
I did it for http://mobilito.net/: use a picture of an iPhone as a background image an put your screenshot as an image on top of it. You just have to get the right dimension for the image to fit the screen on your iPhone picture.
Felix Krause has an excellent command line tool for this, go take a look.

When I built my game in xcode all the gui textures/texts look different(unity3d)

I put all these GUI textures and texts and they look the way I want in the editor but when I ran it on my iphone from xcode it looks so different. All the GUI Textures and Texts are in different sizes and places. Why did that happen? Second question, if I have to fix it, do I have make the xcode project again and summit it to itunes connect again? Thanks.
You didn't design your GUI with multiple screen sizes in mind.
This is a basic concept in creating a UI that most tutorials will go over, including the documentation for the default GUI system.
Using absolute positions and sizes results in UI that cannot scale to other screen sizes and resolutions.
It is also common practice to provide two versions of your UI's textures, one for standard DPIs, such as those found on older Apple devices, and most computer screens, and one for ultra-high DPIs, such as those found on Retina displays.
In the editor you can get an idea of what your UI will look like with the Game View, which this tutorial goes over.
Once you have fixed your UI, you will need to make a new xcode project, and you will need to resubmit it.

App's icon color is always darker on the iPhone than it is on the iOS simulator or when viewing the image online

I have been trying to solve this app icon color issue all morning. I am still experiencing this after going through both of these highly recommended photoshop/iOS design articles:
http://davidmckinney.com/blog/2013/12/31/designing-iphone-apps-how-to-setup-photoshop
http://bjango.com/articles/photoshop/
Here is the problem that I am having:
When creating my app's icon, the color that I see in Photoshop is the exact same color that I see in xcode's asset catalog. It is also perfect when I run the app on the iOS simulator.
However, when I run my app on my iPhone the app icon's color is always darker.
What's weird, is if I take a screenshot of my iPhone's screen and email it to myself, the color is correct! So for some reason the color is only darker when you are actually looking at the iPhone's screen.
Pardon my ignorance, but this is the first design I have ever done for an iOS app and I don't understand why this is happening or how to fix it.
EDIT: I am now using LiveView after reading this answer: https://stackoverflow.com/a/3597221/3344977
What's funny is no matter how hard I try I cannot get the color I see on my screen to appear on my iPhone screen. It's as if this shade of Pink I'm trying to use just isn't possible to render on an iPhone display.
This is because your iPhone and Monitor screens have different color calibrations (if that's the right term)
You're going to want to setup a color profile on your computer that matches the iPhone screens as closely as possible, and use that when developing icons.
for some reason the color is only darker when you are actually looking at the iPhone's screen
Consider turning up the brightness on your iPhone. Go to Settings->Wallpapers & Brightness to adjust it.
In any case, the issue isn't that the value of the color is changing on your device, it's just that that color value is being rendered differently.
Its because the resolution of your screen is different than your iOS device try it on other device

What's the purpose in being able to resize a form for iOS?

When designing a form for a Firemonkey iOS application, you're able to resize the form into any possible size, and even the debug shows it as so. Obviously, iOS devices have very particular screen sizes. Why is it made possible to make my form in any dimensions I want?
I haven't gotten to the point of running this on any iOS device yet. This is my very first trial building an iOS HD application using Firemonkey. It's just very peculiar why it would let me design the form to any size I wish, since iOS apps are always full-screen and aligned to fit within various device screens.
Not all iOS devices run on the same resolution.
The iPhone 5 has a different aspect ratio than the iPhone 4.
And the iPad 3 has double the resolution of my iPhone 4.
You may also show a form covering only part of the screen (arguably more useful on an iPad).
Remember that FireMonkey is not written for iOS alone, it also covers OSX. In OSX you'd want all the normal VCL/Windows rules to apply.
Still I can see the sense if you're building a email application of having multiple screens (i.e. frames/panels/etc) performing different functions.
You can also imagine a pulldown/popup (modeless please) that does searching.
If you implement that using a different form it should not be full-screen.
So yes I can see lots of uses for non-fullscreen forms in iOS.
These two panels could be implemented using 2 forms; resizing would be useful here.

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