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iOS Screenshot Formats Rant

10-22-2014, 01:07 PM
#1
Joined: May 2010
Location: Tampa, FL
Posts: 306
iOS Screenshot Formats Rant

I just wanted to rant about the requirement that iTunes now makes you upload 5 different resolutions of your screenshots, does anyone else think this is ridiculous and a waste of time?!? I have better things to do than resize 25 screenshots. I thought at least the preview video would be like this, but it requires different sizes, all annoyingly non standard like the screenshots.

I would like to see them simply take them in one size, then resize them automatically. You can still provide them in each format if you want.

Developer of RTS Machines at War 3 for iOS, Android, Mac, Windows.
RTS Land Air Sea Warfare for iOS, Android, Mac, Windows.
10-22-2014, 03:30 PM
#2
Joined: Aug 2013
Posts: 1,065
The screenshots make sense. I was hoping that there would be a one resolution preview video but it seems like the screenshots they want a preview video to be mainly gameplay which is why they went they way.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8

10-22-2014, 04:56 PM
#3
Joined: Sep 2013
Location: Auckland
Posts: 114
Totally with you on this, its like the icons and splash screens as well. You would think there is a smarter way to do all this. I mean why can't xcode just automatically resize all your icons for you. I always feel like I am spending way too long making everything the right size, and it can be pretty easy to put the wrong resolution item in the wrong place.

I have noticed that xcode 6 makes a xib for the splash screen now, I haven't really experimented with this all that much, so not sure if it is just for ios 8.
10-23-2014, 01:57 AM
#4
Joined: Aug 2013
Posts: 1,065
Quote:
Originally Posted by OnlyJoe View Post
Totally with you on this, its like the icons and splash screens as well. You would think there is a smarter way to do all this. I mean why can't xcode just automatically resize all your icons for you. I always feel like I am spending way too long making everything the right size, and it can be pretty easy to put the wrong resolution item in the wrong place.

I have noticed that xcode 6 makes a xib for the splash screen now, I haven't really experimented with this all that much, so not sure if it is just for ios 8.
Unity has done that for me always so I forgot about that!

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
10-23-2014, 01:57 AM
#5
Joined: Mar 2014
Location: UK
Posts: 168
I suggest that everyone pays extreme attention to each and every one of the 10s of icons and screenshot sizes - Avoid the 'muddy' effect like they say, which happens when detail is scaled down to the smaller of their dimension catalog(ue).
10-24-2014, 02:18 PM
#6
Joined: Jul 2014
Location: Paris
Posts: 82
Quote:
Originally Posted by Xammond View Post
I suggest that everyone pays extreme attention to each and every one of the 10s of icons and screenshot sizes - Avoid the 'muddy' effect like they say, which happens when detail is scaled down to the smaller of their dimension catalog(ue).
Exactly, automated resizing isn't a synonym for quality.
For the screenshots, it's also because a lot of games have different aspects and UI setups for each resolution.

But Apple could add an option to do everything automatically if you don't care about the final quality of (crucial) images. ^^

Hi! I'm Patrick Ellis, also known as Pated, and I created Seashine.
10-25-2014, 04:36 AM
#7
Apple Quality Standards

Well, you know, this is the way Apple enforces quality. Making sure that developers invest the required time to provide above-the-standard quality apps, even if 98% of time for the 98% of audience it won't make any difference.

It could be easy for them to add such feature on iTunes, just asking for a few resolutions and for instance automate resizing or even leave to the client the resizing of the image but this is not the "pixel perfect" approach they have embraced for years.

BUT...

I'm really worried regarding the recent decline in Apple software quality. Many of you should have read lot of post about the issue. Lots of things don't work properly since iOS 8. They're getting fixed with time but still some weird bugs which break running apps.

Our game, Noir Run ran smoothly on iPhone 5 and iOS 7.x
We have filled a critical bug concerning SpriteKit iOS 8.1 implementation which produces a dramatic FPS drop under certain circumstances.

The question is, why on hell one product (iOS), which is expected to be premium, is allowed to implement changes which break backward compatibility on the same devices?

I'm completely shocked right now, and hopefully I'm not making a living of my games. Don't know how to handle this situation. For one moment I'm thinking of leaving iOS development at all or at least not trust on SpriteKit anymore for future projects.

Last edited by TapTapGo; 10-25-2014 at 12:01 PM.
10-25-2014, 05:27 AM
#8
Joined: Aug 2013
Posts: 1,065
Quote:
Originally Posted by TapTapGo View Post
Well, you know, this the way Apple enforces quality. Making sure that developers invest the required time to provide above-the-standard quality apps, even if 98% of time for the 98% of audience it won't make any difference.

It could be easy for them to add such feature on iTunes, just asking for a few resolutions and for instance automate resizing or even leave to the client the resizing of the image but this is not the "pixel perfect" approach they have embraced for years.

BUT...

I'm really worried regarding the recent decline in Apple software quality. Many of you should have read lot of post about the issue. Lots of things don't work properly since iOS 8. They're getting fixed with time but still some weird bugs which break running apps.

Our game, Noir Run ran smoothly on iPhone 5 and iOS 7.x
We have filled a critical bug concerning SpriteKit iOS 8.1 implementation which produces a dramatic FPS drop under certain circumstances.

The question is, why on hell one product (iOS), which is expected to be premium, is allowed to implement changes which break backward compatibility on the same devices?

I'm completely shocked right now, and hopefully I'm not making a living of my games. Don't know how to handle this situation. For one moment I'm thinking of leaving iOS development at all or at least not trust on SpriteKit anymore for future projects.
At least they gave you plenty of warning and developers got early releases in xcode which gave you time to fix.

Apple is really bad at not being backward compatible and dumping older devices.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
10-25-2014, 05:59 AM
#9
Yes, I guess you're right. Since we choose the SDK version when building, it's up to us to do the regression tests.

In this case, once again SpriteKit shows up weird behaviour concerning SKShapeNode... one lesson to learn: as soon as you see the devil far away, change your lanes, don't try to deal with it!

And I wonder how many of the 1+MM apps they talk about are really functional apps on devices with iOS 8.1

Check out Noir Run at the App Store -- https://itunes.apple.com/us/app/noir...l=es&ls=1&mt=8
10-26-2014, 03:09 PM
#10
I got the resizing down to about 5 min for the 25 of them. Just imagine a nice sunny beach and the time flies

"Smoke me a kipper i'll be back for breakfast." -- iOS: Graveyard Shift Virtual Reality