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Do devs compress their game art?

06-16-2010, 09:04 PM
#1
Joined: Mar 2009
Posts: 863
Do devs compress their game art?

Do developers generally create their game art at a much larger scale then compress it to fit iPhone/iPod touch?

Quote:
Originally Posted by ultimo View Post
This is not Windows, this is Apple, dude
06-16-2010, 09:51 PM
#2
Unity can compress textures if your using that tool. Sometimes compression makes the texture look bad, but its also a smaller build size and less of a memory footprint (faster load times).

With the 3GS and iPhone 4 or 3rd gen touch. you probably don't need to compress your textures as much like one would for a iphone 3g or 2nd gen ipod touch

The devices has soo much memory on it and too much in memory can spew a warning and even crash the program.

- Matt

06-16-2010, 10:34 PM
#3
Joined: Oct 2009
Location: Bay Area
Posts: 136
While using Photoshop I have always used the save for web and mobile devices and that has always saved space for us on most projects. I always compare to the original but usually has looked good.

iPhone Game Developer and UI Engineer.
I will buy any games that support iCade, and I'll buy all in-app purchases if it has 2 player wifi/Bluetooth iCade support
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06-16-2010, 10:59 PM
#4
Joined: Aug 2009
Location: Argentina
Posts: 264
Did you mean "resize" instead of compress? In that case, it depends on the game. If you're doing a retro, pixel-art game, you most probably work at 1:1. But, if you want to be able to scale your graphics, it's generally a good idea to work at a higher resolution and then shrink the image to the size you want it.

Mariano Ruggiero // Follow me on Twitter (@ArtCoder) // Check out our games:
NEW! Elemental Rage - metroidvania-style adventure platformer
Silent Swords // Silent Swords ZERO // Crunchy Planets
06-16-2010, 11:20 PM
#5
Joined: Mar 2009
Posts: 863
Resize is what I was thinking. Was wondering how much effort it would take to make an app universal. Not much if you already have larger images.
(iPhone to iphone4 to iPad)

Thanks.

Quote:
Originally Posted by ultimo View Post
This is not Windows, this is Apple, dude
06-17-2010, 07:38 AM
#6
Joined: Sep 2009
Location: UK / Toronto
Posts: 602
Quote:
Originally Posted by GnarKill View Post
While using Photoshop I have always used the save for web and mobile devices and that has always saved space for us on most projects. I always compare to the original but usually has looked good.
You can't just export a jpeg and use that in your app, surely? I thought there was some reason you shouldn't use jpegs in a game. Performance concerns or something?

Last edited by EssentialParadox; 06-17-2010 at 07:41 AM.
06-17-2010, 08:05 AM
#7
Joined: Dec 2009
Location: Canada
Posts: 217
Quote:
Originally Posted by f e a r l e s s View Post
Resize is what I was thinking. Was wondering how much effort it would take to make an app universal. Not much if you already have larger images.
(iPhone to iphone4 to iPad)

Thanks.
We do that with our games We produce everything in 1024x1024 and we resize it in 512x512 for the iphone.

Beware of the badseed is an universal app and it load hd texture on the ipad so what you ask is possible. the only problem may be the size of the app.

brotherhood of violence
is 400Mo in universal app version
300mo for the ipad HD datas
100mo for the iphone datas
So this one will probably not be universal app at the end.

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06-17-2010, 08:56 AM
#8
Joined: Aug 2009
Location: Argentina
Posts: 264
Quote:
Originally Posted by f e a r l e s s View Post
Was wondering how much effort it would take to make an app universal. Not much if you already have larger images.
(iPhone to iphone4 to iPad)
There's a big differece between working at a bigger size and making a HD version of the same sprite. When you work on a higher res but you know you're going to shrink the image, you don't bother adding extra detail that won't be visible when you resize. So, if you just use that bigger sprites for your iPad version, they'll probably look unfinished.

Take a look at this example from Across Age:


You can clearly see that the lower res version is not just shrunk from the higher res one.

Mariano Ruggiero // Follow me on Twitter (@ArtCoder) // Check out our games:
NEW! Elemental Rage - metroidvania-style adventure platformer
Silent Swords // Silent Swords ZERO // Crunchy Planets

Last edited by ArtCoder; 06-17-2010 at 09:04 AM.
06-17-2010, 10:25 AM
#9
pngs are optimised by xcode as part of the build process, in terms of stripping out extra exif data made by photoshop etc

We tend to work in hires where possible, however for pixel art, for things like icons you really have to work at 1:1

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06-17-2010, 10:57 AM
#10
Joined: Oct 2009
Location: Bay Area
Posts: 136
Quote:
Originally Posted by EssentialParadox View Post
You can't just export a jpeg and use that in your app, surely? I thought there was some reason you shouldn't use jpegs in a game. Performance concerns or something?
Using that feature you have the option of format and I always use .png. I have seen people use jpegs in games specifically to lower file sizes even more, but as much as I can remember these were never for any in game asset.

iPhone Game Developer and UI Engineer.
I will buy any games that support iCade, and I'll buy all in-app purchases if it has 2 player wifi/Bluetooth iCade support
Plus+:Gnarkiii
OpenFeint:GnarKiLL