Wondering if anyone has had any experience using retina assets with the NativeControls iPhone plugin for tabbars? Using the plugin it's possible to set custom images for each tabbar button, but anything above 32x32px (from memory) becomes distorted. 32x32px icons are fine, but viewed on iPhone 4 retina display look pretty bad.
Somebody has a solution for this?
Not a phonegap specific issue, you just need to create a high res icon for the retina display, as well as the normal resolution. You can read about that in the docs here http://developer.apple.com/library/ios/#documentation/userexperience/conceptual/mobilehig/IconsImages/IconsImages.html
img.png
img#2x.png
Related
My design team has given me various launch screen images for all types of screen sizes found here.
I want to support iPhone 6+ and iPad Pro so I know launch screen files should be used instead of image assets.
However, how do I specify in my launch screen file the different images for each screen size? I thought size-classes would be the way to go but I can't differentiate between iPad Air 2 and iPad Pro that way.
There's also no iPad Pro image asset either.
You can look at device specific image assets (on the attributes inspector of an image in an asset bundle).
It may be impossible to match the design exactly because you can't run code at this point. It may be easier to explain this to the designers and have them design to the constraint.
One simple idea is to have a centered image at the correct resolution and to use a view underneath to have a background (color or tiled image).
Is there a way to tell Xcode to scale up my app so it fits an iPad Pro? Or do I have to do this manually in the code? I do have a launch image file and it scales up the launch image, but nothing else.
The answer to this is: no, there is no way to tell the app to automatically scale up iPad images for use on the iPad Pro. I imagine Apple wants developers to avoid doing this and force them to create images that are the correct resolution.
When I run my game on the simulator, specifically on iPhone 6 and iPad Pro, it shows black bar on top of the screen. I have looked the answer up online and have literally tried every single thing and have went through all the answers, but none have worked. My deployment is set to 7.0 and have tried running with setting just set to LaunchImage from asset folder and LaunchImage & LaunchScreen.xib combined. I also do have the right size pictures required in asset including iPhone Retina 4, as well, and that doesn't fix the problem either. Is this just a glitch on the simulator or there is a way around this?
I got it working. For some reason my 2x images were short for the screen size, and had to extend them more. Even though height wise, my images had more length than the screen size.
Hope this helps people. I came across several people who had done everthing right, but still couldn't get it working. I believe it is because image isn't large enough to cover the whole screen
Stretched mode?
Are you providing Default screens in all sizes as suggested in:
Dealing with iPhone 6/6+ startup images
How to Update Your Apps for the 4-Inch iPhone 5 Display
Restoring integrity in Startup screens
Images clipped?
If not running in stretched mode, pick a View Mode best suited for your images, such as Aspect Fill and Scale to Fill, both of which will cover your UIImageView in LaunchScreen.storyboard.
Add Default-568h#2x.png Image with resolution 640x1136.
Make sure 'App Icons and Launch Images' look like below image:
it worked in simulator with iOS 9.
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.
Here is my situation: I have a simple app with some buttons that are images. I have the image set in xcode using the menu on the right (i simply click the button and pick the image I want from the dropdown). I created them using a simple image program so they look somewhat glossy and nice, but nothing crazy. I also sized them for an iphone screen.
Using some auto layout, I've been able to ensure the layout stays the same and the buttons change size with the size of the iphone. I would like this to be the case with the iPad as well, but I'm worried if they size too big, I'll lose image quality with the button images. I'm very new to layout and coding and have only been doing this development stuff for a little while. What are my options? I figure they are...(and these might not even be possible, throwing them out there):
1) Create two version of the app, one only for iPad and one only for iPhone with different size/quality images for each.
2) Code swift to identify the device and assign the different image accordingly
3) Pick a resolution for the iphone image that when expanded on iPad won't lose much quality
4) I'm overreacting and this isn't a big deal whatsoever since it's just a basic glossy button with some shadowing.
Thank you! Advice/links appreciated.
The better option to add images for both iPhone(retina/non-retina) and iPad(retina/non-retina). Put the high-resolution and original versions of your image in the same location in your application bundle.
Ones you added images same as the below naming format in to your application resources, the application will automatically pick the right one for you.
MyImage.png - Default version of an image resource.
MyImage#2x.png - High-resolution version of an image resource for devices with Retina displays.
MyImage~iphone.png - Version of an image for iPhone and iPod touch.
MyImage#2x~iphone.png - High-resolution version of an image for iPhone and iPod touch devices with Retina displays.
MyImage~ipad.png - Version of an image for iPad.
MyImage#2x~ipad.png - High-resolution version of an image for iPad devices with Retina displays.