Can't see new Retina graphics on build 767?

I now built my app with build 767 and installed it on the iPad 3. While it fixes the 1/4th-screen-issue, it doesn’t show my new additional made-for-2048x1536 Retina graphics, which I named as @4x. (If I’m resubmitting to Apple anyway, I wanted to do so with Retina graphics.) Please help? The following is my config.lua file, am I making a mistake?

[code]application = {

content = {
width = 768,
height = 1024,
scale = “letterbox”,

imageSuffix = {
["@4x"] = 2,
},

}

}[code]

Thanks so much!

(Also posted at http://developer.anscamobile.com/forum/2012/03/16/ipad-retina-update#comment-94169, wasn’t sure where it’s best.)

Edit: Also tried with using @2x and renaming all files, still same issue. [import]uid: 10284 topic_id: 23478 reply_id: 323478[/import]

Not sure if it’s the same problem, but if I use display.newImageRect I get the retina gfx if I use display.newImage I don’t. [import]uid: 8697 topic_id: 23478 reply_id: 94175[/import]

Hey Phillip, how do you load the image? Make sure to use newImageRect which was created for dynamic content scaling. newImage doesn’t provide content scaling, see: http://developer.anscamobile.com/reference/index/displaynewimage

“Note: display.newImageRect should be used to load images when Dynamic Scaling is enabled, instead of display.newImage.”

–wunderwuzzi
[import]uid: 118947 topic_id: 23478 reply_id: 94196[/import]

Duh, thanks so much! I even checked this specific issue before posting, but I checked in the wrong project in which I already had switched to newImageRect in the same class, so I erronously thought I was using it already.

Problem solved, thanks! The old-school image spritesheets still don’t seem to display in Retina, but I suppose that is fixable by switching to the new ImageSheets syntax. [import]uid: 10284 topic_id: 23478 reply_id: 94235[/import]

No problem, glad that you got it to work now!

I don’t have a new iPad, so just rebuilt everything and cross my fingers that it will display correctly. Updating the graphics to adjust for the better resolution is definitively a great idea and might distinct your app from others for a bit.

How are you managing the size of the app? Will you ship an extra iPad version, or do you plan to have iPhone users download the big images too?

–wunderwuzzi [import]uid: 118947 topic_id: 23478 reply_id: 94295[/import]

Wunderwuzzi, as for the app size, for one thing Apple increased the downloadable-by-phone limit, as you may have heard. For my specific app I don’t think it’s a huge problem as it’s an iPad only app (some of my others are universal though). The app folder increased from 30 to 50 megs, will see how this ends up once compiled and put together. [import]uid: 10284 topic_id: 23478 reply_id: 94327[/import]