I am developing a game for a company. Right now we are coming across a problem.
Our game is made for the iphone and ipad. We have both regular images and #2x images. Our game works perfectly fine on iphone 3gs and all the ipad versions. But our game crashes on iphone 4 and 4s.
Is it crashing because its retina? I know all the images are 4x.
We are now wondering what kind of ways it can crash.
Can anyone help me out here?
EDIT:
our game uses UIKit, cocos2d and uses OpenGL
So do this: in Xcode uncheck all #2x images - so imageNamed will only find the normal images. Run the app. does it crash? If so then its not the images. Now start turning on the #2x images - a few at at time. Run it. does it crash?
If you have a slew of #2x retina images for retina iPad, yea, might be a problem. You don't say how many images you are using - if hundreds yeah, don't use imageName. I use a small amount and have no problems iPad/iPhone.
How do you load images into imageviews? if you use [UIImage imageNamed:#"blablabla.png"] - that's evil - look here why. Use this instead:
[UIImage imageWithContentsOfFile:[NSString stringWithFormat:#"%#/name_of_image.png", [[NSBundle mainBundle] resourcePath]]].
ALWAYS.
EDIT: adjust the above image name to include #2x when you are loading retina sized images.
Related
I have icons inside my application for uibutton & on uitable cell. Lets say I have image named "sampleImage.png". Can my app use the image named "sampleImage#2x.png iphone with retina display automatically provide it is in my app bundle ?
If yes how can write code for it because I have code like
cell.imageview.image = [UIImage named:#"sampleImage.png"];
Does it work even if I hardcoded the image name?
Any kind of help is appreciated.Thanks
Yes, UIImage will automatically use the #2x version of an image on a retina display.
Searching for an answer of your question I came across this: what is the code to detect whether ios app running in iPhone, iPhone Retina display, or iPad?
One of the answers mentions this:
There's often no need to determine directly whether you're on a retina display because UIImage handles that automatically when you use imageNamed and append "#2x" to your high resolution image file names (see Supporting High-Resolution Screens in the Drawing and Printing Guide for iOS).
I have a universal app and I have made my xibs so they can work with iPhone or iPad. However I am getting memory warnings because the UIImages are big. Is there a way to name my image files so that when running on the iPad it will use the iPad images and when on the iPhone it will use the iPhone ones?
Update:
Well that was easy.
iPhone : image.png
iPhone 4 : image#2x.png
iPad : image~ipad.png
I wonder if this will work if I render the images on device and store them locally?
I hope this might give you some hint
I use images with name button.png and button#2x.png and make a call using
[UIImage imagesNamed:#"button.png"];
This loads the correct image on all device according to the resolution of the device, say iPhone3g, iPhone4 and iPad. As in the update you have taken s separate image for iPad, i really doubt that as simply the same image i.e button.png would work.
Well that was easy.
iPhone : image.png
iPhone 4 : image#2x.png
iPad : image~ipad.png
I wonder if this will work if I render the images on device and store them locally?
I'm developing a game using cocos2d. It's running now on iPhone and also supports Retina display. With retina i'm using images with "-hd" postfix. Now i want my application to be able to work on iPad using this images. How can i do that ?
PS: I don't have a real iPad and can only use a simulator. I will test the game on my friend's iPad after it will work well on a simulator. Is it possible to use hi-res images with simulator and how to do it?
I'm using cocos2D 0.99.5
inside CCFileUtils.m
inside method name +(NSString*) getDoubleResolutionImage:(NSString*)path
edit if( CC_CONTENT_SCALE_FACTOR() == 2)
to if( CC_CONTENT_SCALE_FACTOR() == 2 || (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad))
this will make the app to load the -hd image when running on ipad, remember to change your app targeted device family to iPhone/iPad.
this will solve the loading of -hd problem for ipad.
but after loading -hd file for ipad resolution, you will also notice that most of your image position should be off alignment, now either you go directly into the cocos2d folder to edit how CCNode,CCSprite,CClabel handle the positioning of thing or you code it in your code checking if its ipad or not.
if you are using CCSpriteBatchNote. this will also cause another problem because you will be reading from the -hd SpriteSheet. so the texture Rect u set to cut need to be double too.
another method is position everything according to winsize. i haven try this method.
I don't exactly understand the question but I will try to answer.
You can technically use the same graphics for the iPad, but they will not look as nice. For one, they will all blurry and pixelated, and two, the iPad has a different screen aspect ratio that the iPhone/iPod Touch. If you do make separate images for an iPad version of your game, it will not be extremely difficult to do. If you want to do this, I suggest posting a new question.
So I'm currently making an app that supports both iphone 3gs and ipad (this is a universal binary app).
What I'm wondering is how will iphone 4 users view my app, will they see it pixelated? will they not see it full screen since my iphone 3gs is on a smaller resolution?
I don't have an iphone 4 yet but I'd rather just release this app as is - just for 3gs and ipad. Is there anything that I must know / any precautions etc? Oh (i just thought of this) is there an iphone 4.0 simulator so i can check out if my app works okay?
Thanks!
Basically any bitmap graphics (PNG files) will look a little blurry on the iPhone 4's Retina display.
The easiest way to fix this is to make double scaled versions (100x100 becomes 200x200) of all your PNG files and add them to your project suffixed with "#2x.png". In other words, MyBitmap.png will become MyBitmap#2x.png. Luckily your code doesn't have to change. On the iPhone 4 the OS will automatically choose a #2x.png instead of the regular one when you do:
UIImage *myBitmap = [UIImage imageNamed:#”MyBitmap.png”];
Xib files will also use the #2x.png if there is one available.
Other than that there's also launch images and Application Icons to worry about. This blog has a good summary.
Yes you can change your device type, by in the simulator pressing: Hardware->Device->iPhone 4 If you don't have it you might want download the latest devevloper tools.
Also you might have to press Window->Scale->100%
i just have a 3gs for testing (here in romania i still cant get a iphone 4)
When I just create full screen images for iPhone 4 .. would they be displayed resized on the 3gs?
I just cant make a bundle version for 3gs and 4 with 2 times my images, they are already a lot. Do I have to make now 2 Apps ??
Could this be a trick: In my xib i define a 320x480 UIImageView (it will be resized automaticly on the iPhone4) when I there define "scale to fill" and make high resolution images, would they come more sharp on the iPhone 4?
Now I am just wondering how to work best right now for big animations.
thx
Just found out in my case its fine to use higher resolution pics into a 320x480 frame like for 3GS and make Aspect FILL.
When I test on a iPhone 4 Simulator it shows much higher resolution and same on iPad if I click 2x :)
you can also create alternative high resolution images with a name ending in "#2x". so if you have an image called "arrow.png", create one with twice the resolution called "arrow#2x.png" and the iphone 4 will use that.
check out this article: http://thomasmaier.me/2010/06/dealing-with-iphone-4-resolution-2x-inside-of-photoshop/
Try it and find out, but my suspicion is that even if they do work, they won't work on OS 3.0 or OS 3.1, and plenty of people have not upgraded yet.
Also note that even if it displays them at half-size, I'm pretty sure that they'll still be "#2x" images. This means they'll use more memory and generally perform worse.
What's wrong with adding a handful of new images? The normal-size images are a lot smaller than the #2x images.
EDIT: If you have a lot of images, you may find it beneficial to use JPEGs where appropriate (e.g. for photos or photo-like backgrounds). I'm not sure, but I think they should work with +[UIImage imageNamed:] though you might have to specify ".jpg" explicitly.