MultiRezer

Hey guys! Today my app finally got into the Mac App Store. For people who follow my site (iGARET.com) or people who have used MultiRezer in the past, I shouldn’t need to plug my product to :stuck_out_tongue: so just skip the next paragraph and click the link at the bottom :wink:

So basically I ran into a few snags while developing games. It got to be a hassle constantly porting my graphics from one device to another. So I came up with a solution. When developing mobile games I started creating all my graphics for the iPhone 4 (nothing too unusual here) and then using my app to rescale them to the required device :smiley: It allows you to drag your entire project right into the MultiRezer window and BOOM! Ports all your graphics in moments!

Check out the official blog post here: http://bit.ly/GDRcYf

It supports every device CoronaSDK supports! And it’s on sale :wink: so check it out!

App Store Link: http://bit.ly/GJHiTw [import]uid: 9033 topic_id: 23686 reply_id: 323686[/import]

I don’t know about anyone else, but I have a hard time supporting someone who openly promotes piracy on the Mac app store by releasing a cracking tool for torrented apps. [import]uid: 120 topic_id: 23686 reply_id: 95157[/import]

Oops! Meant to remove that off my site before posting the link x] I knew someone was going to tear me down for that one *facepalm* That said, it was for experimental reasons only, seeing as I have apps in the store I obviously don’t support piracy :slight_smile: [import]uid: 9033 topic_id: 23686 reply_id: 95160[/import]

eMpire great tool bought it;) [import]uid: 86417 topic_id: 23686 reply_id: 95296[/import]

Thanks! Appreciate the support :slight_smile: I’m using the money I make off this app to renew my expired Corona SDK license :confused: they bumped the price up just a little bit too high for me to afford at the moment. Hopefully I’ll make enough off this to renew and submit some games :wink: [import]uid: 9033 topic_id: 23686 reply_id: 95598[/import]

Can’t buy it because I don’t run Lion, is it possible that you will release a Snow Leopard version?

Thank you :slight_smile: [import]uid: 122802 topic_id: 23686 reply_id: 109890[/import]

To be honest, I really don’t even know if it matters. The app is untested in SL, therefore I had to put 10.7+ on it. I really see no reason why it shouldn’t run in SL, but it’s your call. I don’t wanna tell you to give it a try in case it doesn’t work.

But if you do decide to give it a go just post up your email address here (or fill out the form: http://project239.com/contact) and I can send you a promo code so you can download for free. Just as long as you report back and tell me if it works or not (that way I can update the system requirements in the app store).
Thanks :slight_smile: [import]uid: 9033 topic_id: 23686 reply_id: 109923[/import]

Hi iGARET

Thank you for your response. The reason I asked was because the Mac appstore won’t let me download it, I get a message saying that I need to run Mac Os X 10.7. It was not because I don’t think it runs in SL.

I have filled out the contact form on your website and I will report back if it’s working on SL, if I can download it via the promo code.

Thank you. [import]uid: 122802 topic_id: 23686 reply_id: 110003[/import]

I just installed I wish I had found it before my last app but Im wondering how every one is using this for my last app I made a universel size for the android version. Now given how easy it is too convert for specific devices is there a way to have several versions on google or amazon for the different devices? [import]uid: 107974 topic_id: 23686 reply_id: 110012[/import]

I honestly wish I knew the answer. I believe most android developers use the XHDPI, HDPI, MDPI, and LDPI folders for allowing their apps to support multiple resolutions. At least this is my understanding. [import]uid: 9033 topic_id: 23686 reply_id: 110035[/import]

I am waiting for the new version hoping it will work for me I cant really get the current version working right if I can get it to work this is a great tool [import]uid: 107974 topic_id: 23686 reply_id: 110148[/import]

May I ask what’s not working? [import]uid: 9033 topic_id: 23686 reply_id: 110150[/import]

As I was writing it I had a thought to try highlighting all the files and dragging the files rather than dragging the floder and that worked :slight_smile: [import]uid: 107974 topic_id: 23686 reply_id: 110158[/import]

@ iGaret

So does Multirezer just resize your images or is there something else involved?

Personally, I haven’t found any reasonable way to batch scale bitmap images that doesn’t produce poor quality results.

This article has a nice example showing the effects of bitmap scaling: http://bjango.com/articles/designingforretina2/

[import]uid: 14700 topic_id: 23686 reply_id: 111570[/import]

Yes, it batch image resizes.

When you say bitmap images, you’re referring to .bmp images? If you’d like I can run a test batch of .bmp’s through MultiRezer and post my results here. That’s actually the one format I haven’t ran tests on, I didn’t think many people still used .bmp’s. [import]uid: 9033 topic_id: 23686 reply_id: 111572[/import]

.bmp is one of many formats that serve bitmap images. I’m referring to bitmap images, as in ANY pixel-based image (as opposed to vector-based).

When you scale a bitmap image you introduce pixelation or blur to your images. Take a crisp 2x image and scale it down to 1x. The resulting image may look decent, depending on the graphical style, but if you zoom in, you’ll notice that the pixels are far less defined in the scaled down version. In some instances, you can get by with the reduction in quality, but in images where there are sharply defined pixels, you’ll see that the quality is unacceptable. This is why the best app developers don’t simply design one set of high-res graphics and scale them down.

I was curious if Multirezer was using any scaling algorithms to help alleviate some of the degradation in quality you get when scaling. [import]uid: 14700 topic_id: 23686 reply_id: 111578[/import]

Oh, haha my bad. I’m using CoreImage to rescale using the default algorithm (not sure which one that is.). I’ll upload a few examples here in a bit of some scaled images. No bulk processor is going to be as good as doing it manually, but it does help speed up the process if you are looking for a quick launch. And seeing as the 1x resolution is getting outdated, the user % is constantly dropping.

I suppose I could also do some research and see how to change the algorithm to use a bicubic, or a sharper algorithm. [import]uid: 9033 topic_id: 23686 reply_id: 111579[/import]