My confing.lua is this:
application = { content = { width = 320, height = 480, scale = "zoomStretch", imageSuffix = { . ["@1-5"] = 1.5, ["@2x"] = 2, ["@4x"] = 4, }, }, license = { google = { key = "Your key here" }, }, }
I don’t care for iPhone. ONLY Android.
I want my game to cover from 480x320 to 1920x1080 devices.
So, lets say I have a background image called back.png and it is 1920x1080.
I make the following images in photoshop with image sizes according to PoT:
back.png – PoT is 512x512
back@1,5x – PoT is 1024x512
back@2x – PoT is 1024x1024
back@4x – Pot is 2048x2048
That way I save Texture Memory for each device, and decrease loading time. BUT are my numbers correct?
Is my tactic correct?
The problem I encounter is that I use too much physical memory for all those graphics. My game is 150 MB big so far, and it will get bigger.
Anything you could mention here? I repeat I don’t care for iOS, only Android.