I am just making an installer for Windows, Mac and Linux using install4j. However, it isn’t clear from the docs how to change the banner size on the left hand side.
However it changing size automatically with respect to image on banner but I need to change the size of banner of left hand size.
Is there any option available to modify banner size in welcome screen of install4j?
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I have started with Flutter recently and am developing some simple applications on Ubuntu Linux. I noticed that the main app screen by default will stretch to the size of the set resolution. I have two questions:
(1) Is there some way of creating an application with a width that is wider than the set resolution (3000-pixel width on a 1920X1080 display)? I tried creating an app with a container and setting the minimum width but the application always snaps back to the display resolution of 1920 on launch.
(2) Extending this question a little. If I have joined displays using two monitors is there a way I can get the application to open at the width of the joined display. So on a setup up with two 1920X1080 screens, my app opens with a width of 3840?
I am using canva.com to create an app icon. I create it using 1024x1024 and plug it into the app icon generator which returns all the sizes for the icons. However, as the size decreases the image gets completely ruined to the point that it is completely illegible.
This is the original:
and this is the size that shows up on the users device (home screen icon):
It is completely blurred out and shows up this way on my device. Any way to fix this?
You've designed your icon incorrectly. You have not planned for the size that it actually will be, so when your icon is shrunk, your strokes are all too thin and the image in the square is ridiculously small. You cannot make a small icon by shrinking a large icon; you need to supply both a large icon and a small icon, each drawn correctly.
I have developed a Mac-OSX standalone app in Unity3D (Scale with Resolution: 1920x1080). Most of the time I present the app on my laptop, connected to an external screen, which works pretty well.
But when I'm on the road and use the app on my laptop screen (1440x900), the UI's are all over the place...
I know, BUT is there a way to run the app in a 16:9 ratio (with black bars on the top and bottom), the same as I can do it in the Unity3D editor?
I don't want to go back and re-scale everything to a lower resolution, as this would be a crazy job :(
Is there any solution without re-doing it?
Cheers
Thanks, but sadly this didn't work for me. The problem is my Reference Resolution in the Canvas Scaler is already set to 1920x1080. To fix this, I have to lower the reference, but this means re-doing all the UI's.
However, I found a workaround, which is strange but working. I have set the Default Screen Resolution in Unity to 1920x1080 as in the image/link below.
Now the strange part :)
1. Start the app with the option key on an HD screen and set the resolution to 1920x1080.
2. Save and Quit
3. Now the app is scaled down to 16:9 and keeps everything in place.
This works as long as you don't start this app or any other Unity build, with the option key on a lower resolution screen. In this case it will scale everything back again. You can redo the steps 1-3 and it will work again.
Not sure if there is another way to do this, but at least I have kind of a solution.
Default Screen Resolution in Unity to 1920x1080
There are two things you should check; 'Resolution and Presentation' under 'Player Settings', and canvas scalers. I have being in a situation similar to yours, I had built an iOS application meant for the vertical orientation, but also wanted to test it on macOS, the application launched correctly in fullscreen mode looking like this (The top status bar was intentionally brought down to show the aspect ratio):
Instead of using black bars on the sides, it seems like that Unity simply used the colour of the canvas of the current scene to fill in the gaps. This was my settings to get this result:
Only the 16:10 ratio (MacBook Pro) was checked, but the application functions in the iPhone's vertical ratio, I did not have to manually rescale the canvas,I simply switched the build platform, this was allowed by the canvas scalers I have added onto every canvas with the following setting (UI Scale mode: Scale with screen size | Screen match mode: expand), this would allow the canvas to expand automatically and scale to any aspect ratio, without messing up the UI:
Hope this Helps!
I'm getting my app ready to submit to the app store and have been reading the guidelines on the startup screen. It seems apple prefer it to be something that makes it look like your app is already loaded even when it isn't.
I decided to use the background image of my app as the startup screen. That way the skeleton of the app will be there and the buttons and text will load in.
I used a copy of the image but renamed it to Default-568h#2x.png.
It works but when it launches, it has that default zoom affect but it seems to zoom in bigger than the actual image size and so doesn't transition nicely into the app.
Any ideas why this happens and what I can do?
Thanks
On the iPhone, the default.png image should contain the status bar (if it is visible in your app).
On the iPad, the status bar shall be left out.
Thus, the default image size should be (source):
This could be an issue with the status bar being included or excluded in the Default images. According to apple all the iPhone Default.pngs should have the status bars included while iPad should have the status bar left out. (Unless of course your application hides the status bar)
OK, I found a way around this.
I found out that the status bar at the top is 40 pixels for retina and 20 for non retina.
I then created a black background in the size of the full iphone 5 resolution. I then got my startup image (actually the background for my app) but resized it down 40 pixels vertically.
I then put this on top of the black background I created and lined up the bottom.
I then merged the layers and used this as the startup image. It worked perfectly, the startup image loads up and then my app opens up right on top of it perfectly aligned.
In an iOS app, historically, the launch image was supposed to have a 20/40px unused area on top where the status bar would appear during app launch. In my app, I would just have a while stripe there.
Now I'm adapting my app for 4" screens, I've provided a Default-568h#2x.png image with an identical stripe. It does not work the way it used to (at least on the simulator) - the stripe appears below the status bar, and the rest of the image is shifted down.
Am I supposed to crop the image now? The screen size, however, is 640x1136, exactly like the suggested launch image size. If I crop the status bar from the top, what will go in the bottom?
I have had the same problem, looks like it may be a bug when Xcode chooses the right image for 568h. Try removing the images and adding them back to the project with copying them to the folder and then adding them to project.