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John McDonald
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How do you maintain content size vs. content quality in ana mobile application?

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House
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I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, iI would need approximately 80 different. As this is for both normal and HD displays iI have 2x of each sprite. I am using TexturePacker to optimize the thing.

I would like to ask if there isare any rulerules-of-thumbsthumb, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to it'sits size vs. the device memory sizes?

Also, is it a good idea to only have one copy of the sprites and scale it using code?

Cheers

I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, i would need approximately 80 different. As this is for both normal and HD displays i have 2x of each sprite. I am using TexturePacker to optimize the thing.

I would like to ask if there is any rule-of-thumbs, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to it's size vs. the device memory sizes?

Also, is it a good idea to only have one copy of the sprites and scale it using code?

Cheers

I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, I would need approximately 80 different. As this is for both normal and HD displays I have 2x of each sprite. I am using TexturePacker to optimize the thing.

I would like to ask if there are any rules-of-thumb, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to its size vs. the device memory sizes?

Also, is it a good idea to only have one copy of the sprites and scale it using code?

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PeterK
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How do you maintain content size vs. content quality in an application?

I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, i would need approximately 80 different. As this is for both normal and HD displays i have 2x of each sprite. I am using TexturePacker to optimize the thing.

I would like to ask if there is any rule-of-thumbs, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to it's size vs. the device memory sizes?

Also, is it a good idea to only have one copy of the sprites and scale it using code?

Cheers