ok, I tried changing config to width=480 and height=720, and then scalling factors… and I see it will be some work, maybe I can do that somehow faster?
Current status:
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game designed for 320x480 points with @2x = 1.5, @4x = 3.0
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graphics designed for 480px, @2x for 960 and @4x for 1920
so in normal mode (not @2-4x) graphics are a bit too large.
widest element I have, button graphic:
sips -g pixelWidth -g pixelHeight btn\_res\* btn\_res.png pixelWidth: 363 pixelHeight: 84 btn\_res@2x.png pixelWidth: 726 pixelHeight: 168 btn\_res@4x.png pixelWidth: 1452 pixelHeight: 336
option #1
If I’ll change btn_res.png to 70% of it’s size (designed 480 - configured 320) then I’ll have
btn_res.png 252x59 (designed for 320px screen)
btn_res@2x.png 504x118 (designed for 640px screen)
btn_res@4x.png 1008x236 (designed for 1280px screen)
so it doesn’t sound good.
option #2
Maybe I can rename btn_res.png (designed for 480) as - tmp name - btn_res@480.png
then copy it and reduce size to 70% - so I have “320” version
and add in config imageSuffix["@480"] = 1.3 ?
option #3
accept my mistake, change config width to 480, height=720 (or other ratio, still reading forum about that topic) - so graphics will match, and fix lua files: adjust text sizes, some other x,y values.
Maybe also: having 480x720 screen, maybe add graphics for 320 screen like btn_res@small.png. But maybe there’re too little devices with such screen to care about them(?)
option #4
anything else I didn’t think of?
Can I get somehow config width=320 scale down images btn_res.png from 480? something like imageSuffix[""] = 0.7 ?
What would you do in such situation?