Thursday 9 December 2010

The iPad Bug...

Here's what Stringy Things looks like on a classic iPhone/iPod display..


Nice and simple, exactly as expected.

When the game runs on a Retina capable display, the wonderful language that Apple gave us will automatically pick up any files that are labelled as "@2x", and load those instead of the normal versions.
That basically means that you can make all your sprites twice as big, twice as clear, and then leave it to the iPhone to pick which one it wants to use.
It's a FANTASTIC idea, and it works brilliantly.



You get lovely hires displays, and everything works neatly.

Of course, when you're snipping your sprites, it's good to know which one it's using.
If I need to cut a 256x256 image into 32x32 sprites, but it loads the 2x one, then the sprites I need to cut will instead be twice as big.
I accounted for this with a simple bit of code.
If Screen=Big, Double sizes!
That worked great!
Everything was fine.


Until this happened..



The blinkin' iPad!

For some strange inexplicable reason, the iPad, (even though it has a larger screen, and CAN/WILL achieve everything that the retina display can do) completely ignores those wonderful little @2x files, and instead loads the small ones.

This basically means that, although my "Screen=Big" code kicks in (what with the iPad saying it's got a big screen), it actually only loads the little pictures.
My sprite cutter ends up cutting strange missized chunks of random bits, and attempts to use those as if there's nothing wrong.
But there IS something wrong.
And it's blindingly obvious.

Gah!

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