I'm about to start a new iphone/ipad project which required a library of images. I've been trying to find if there are any pieces of software which would automatically resize images and save them in the right format for iphone and ipad... no such luck as yet!
So, I have large images of all different sizes. I need to create three images from each one.
iPad, iPhone (high res), iPhone (normal res)
I was thinking of recording something in Photoshop, but wondered if there's anything out there which already does this? My trouble is that I need to resize based on either the width or the height (which ever is larger).
Thanks for any tips!
Unless all your graphics are rasterized it might be better to do the resizing through Photoshop, that way you don't lose the pretty vector resizing. In Photoshop, I'd recommend checking out Export Layers to Files and Layer Comps to Files under File>Scripts. They've both proven invaluable while dealing with massive image libraries for universal apps.
How about some batch image resizer freeware, like this?
http://www.fotosizer.com/
Related
I have some graphics I want to import into iPhone application. They are people / animals from photos that I cropped out that so they have transparent backgrounds. Obviously, I can't use JPEG as is traditionally recommended for photos because of transparency so what would be the second best option? I'm currently using png-24, but I assume that's too big. Is gif OK? Or something else?
It is recommended by Apple to use PNG whenever possible. PNG is still a compressed format so I think you'll be fine with respect to size.
Saving pictures for use in iPhone and Android applications is a real bore.
Having to make 2 separate versions for iPhone is tedious enough and then creating 3/4 versions for android (or more) is just as difficult.
Is there no way to make one set of pictures in photoshop and have them save in the various formats and sizes for iphone and android?
For instance creating them at the highest resolution necessary and it does all the resizing and such automatically (as if you were to change the image size).
Or am I really going to have to refactor each and every image in my apps?!
Thanks
Tom
I think Adobe Device Central and actions/macros in Photoshop may help you to solve your task.
Is it true that we have to use png images for development in iPhone and iPad. What is the advantage we would gain when using png images?
Apple has said that Xcode will optimize PNGs during the build process.
This article explains exactly what it is doing, and why PNGs are preferred over other formats on the iPhone. In other words, you will lose performance by using any other formats, as the conversion must be done at runtime.
http://iphonedevelopment.blogspot.com/2008/10/iphone-optimized-pngs.html
You dont have to use png. You can use gif, jpeg, and others. If you use png, xcode will optimize them for the iOS loader (changes the byte-order of some data in the png; I'm not clear on this exactly) resulting in faster loading images.
PNG supports alpha transparency (GIF only support transparent pixels, not semi-transparent) and the quality is good (not like JPEG).
It also supports loseless compression.
This similar question goes over this: When to use PNG or JPG in iPhone development?
Pngs are a lossless format so for design, buttons, etc... for iphone/ipad what you see in photoshop (or whatever) is going to be exactly what you get as opposed to jpegs which use compressions.
That post also said that pngs use less processor to be displayed since they are uncompressed.
#Krishnan the main advantage of using the png images is they are very light weighted......and as u know memory management is a very big issue in iphone and ipad development...thats why we use them....and for more detailed information look here
I've created some avatars from vector artwork and saved them as transparent PNGs. If I place the PNGs in interface builder, the quality is perfect. When I place them using code, the edges are horribly jagged, as if the AA has been removed, yet it's the same image. Is there any way to place them with code and maintain nice smooth edges?
I've attached a screenshot below with the iphone ver on the right.
Thanks,
Chris
Apple compresses pngs using a special optimization formula. It is possible that this formula is causing your images to alter from the original. If you notice a difference that you cannot live with, turn off the optimization by going into your target's info panel and unchecking the Compress PNG files option under the build tab.
I have the same experience with this kind of situation.
Also when I change the hardware to iphone 4 it seems to be really good. so my suggestion to u is that unless u transfer ur app to iphone dont relay on the simulator.
You cannot really tell what will be the result on iphone by referring to simulator.
so dont panic, just check the image on iphone first before you get to any conclusion.
A question for the seasoned iPhone developers, what is your preference for graphics in an iPhone app? I have turned to PNGs because I read that is the preferred image format and they are the most efficient format for the OS in terms of performance. However I had read you should try to use svg graphics so they scale up on the iPad. I started reading up on svg for my next app and thought the format was natively supported by UIImageView, but it seems you can only render them in UIWebviews or programatically. My belief was a lot of the latest graphically-rich apps used svg graphics, is that an incorrect assumption?
Thanks for any advice/comments.
I think using SVG graphics would cause a ton of problems and I'm not aware of any apps that use it. It's probably a much better idea to use PNGs and just have different sizes for iPhone, iPhone 4 and iPad.