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Closed 10 years ago.
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How to develop or migrate apps for iPhone 5 screen resolution?
I've a question about the launch image of an iPhone app. Until now in my app's I included two launch app images: Default.png (320 x 480) and Default#2.png(640 x 960), the first one for normal resolution and the second one for high resolution.
The question is that, with the new iPhone 5, the high resolution image should have a size of 640 x 1136? If yes, how this image will be shown in an iPhone4? In the iPhone4 an image of 640 x 1136 size is shown centered? or not?
Thank you
include 3 images now
320x480 - Default.png
640x960 - Default#2x.png
640x1136 - Default-568h#2x.png
-- the one used is based on screensize
Related
I have a problem with my application ios. It is a universal application of cocos2d 6.0. It works on ipad, iphone 3GS, 4, 4S. Iphone 5 on I can start the application but cocos2d does not use the entire screen. Like iPhone 4. Do you have any idea??
Thank's
Have you added to your project the Default-568h#2x.png launch image? This will make your app use the full iPhone 5 screen.
If you do not include that launch image, then your app will work in boxed mode (i.e., centered on screen with black bands above and below to fill the entire area).
Note : this is due to the devices different screen resolutions :
iPhone 4 : 960x640 px.
iPhone 5 : 1136x640 px.
This happens due to screen size differences between iphone5 and iphone 3G, 4, 4s.
iPhone 4 :960 x 640 px
iPhone 5 1136 x 640 px
You should use Default-568h#2x.png image name for your launch image. On starting iphone 5 will load this image which will cover whole screen, While for other images in your game(If you have different images for iPhone5) use following code in your AppDelegate.m
[CCFileUtils setiPhoneFourInchDisplaySuffix:#"your suffix"];
And place images in project according to your suffix.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to develop or migrate apps for iPhone 5 screen resolution?
How to deal with iPhone 5 screen size?
With 5th generation devices in the market having bigger screen, we need to have a bigger launch image (image that is shown when app icon is tapped). How would app make the difference like when to use the normal image and when to use the bigger image based on the device type?
I see a warning in my project when I build it for iPhone 6.0 simulator tap on which throws the below alert:
You need to add a launch image named Default-568h#2x.png. The compiler checks for this image and validates it. If the image is validated, your app is ready for iPhone 5 - otherwise not. Once you have the right image, follow the steps outlined in this post:
How to develop or migrate apps for iPhone 5 screen resolution?
If you are having issues with the images being used INSIDE the app, and you want to support iPhone 5 and pre-iPhone 5 devices, use this:
Dealing with different size images in a xib for iPhone5 versus iPhone4?
For short: If you want to support iPhone 5 screen you must supply launch screen for the 4" screen otherwise your app would run on 3.5" on the 4" screen.
If you put the 4" launch image that one would be used on iPhone 5 and the 3.5" one on iPhone 4 (could be different).
Please see my detailed explanation here.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to develop or migrate apps for iPhone 5 screen resolution?
I have UIViewController with a view that is 320x480. I made autoresizing mask setup for UIView to stretch it horizontally and vertically. But when I run it on iPhone 5 simulator there are black space at top and bottom.
Why UIView is not resized automatically from 480 to 568 pixels (vertically) to fill the empty space ?
You need to add Default-568h#2x.png launch image to your project with 1136x640px resolution.
See here:
How to develop or migrate apps for iPhone 5 screen resolution?
I have created a new Cocos2d project and I deleted the 'Hello World' label. I have added this image (320x480 px) and tested on iPhone 4, here is the result. The image's dimensions have been reduced to 1/4th of their original size, not sure what's going on. I never had this problem before with the previous version.
Source Image
Screen Shot from iPhone 4
You should enable retina display if it's not already enabled:
[director enableRetinaDisplay:YES];
And provide the retina version of the background image using the "-hd" suffix.
backgroundImage.png (320 x 480 px)
backgroundImage-hd.png (640 x 960 px)
By the way you can set your own suffix:
#define CC_RETINA_DISPLAY_FILENAME_SUFFIX #"-hd"
The reason is that iPhone 4 and 4S have retina displays - a display with a 4 times higher resolution as the previous models. Cocos2D, as opposed to iOS, doesn't use logical but physical screen sizes - you need to load another image with a 4 times higher resolution on iPhone 4 and 4S.
This question already has answers here:
Closed 12 years ago.
Possible Duplicate:
How to accommodate for the iPhone 4 screen resolution?
What is the best way to include Retina Display Images on an iPhone app. Are there issues with the iPhone 3G or older iPhone with higher res images?
Include a hi-res version of your image named as "image#2x.png" (where "image.png" is the normal resolution). When you access your image using [UIImage imageNamed:#"image.png"], the correct one will be chosen automatically. Devices without retina display won't load the hi-res version, so there's no memory overhead.