Author Topic: Universal UI woes  (Read 2445 times)

Zophiel

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Universal UI woes
« on: July 15, 2013, 07:22:02 AM »
Hello,

I'm having some headache getting my UI ready for a Universal build. The UI was designed for non-retina iPads and the artist has some questions i cant really answer. He was hoping we'd be able to just scale the UI down and make it fit on other resolutions but that doesnt seem to do the trick nice enough as we have some pretty wide or high UItextures and they just get clipped.

The screenshot below is for 768 x 1024


How can i make this correctly fit the other resolutions? Do i need to tell the artist to produce assets for all the various sizes or is there a quick way to scale it all down? I do use anchors for positioning.

Below is a screenshot of the level selection, which uses a lot of UITextures as they are quite big.



I've bought and tried using RetinaPro but that requires a lot of assets to be made and does weird things with positioning.

ArenMook

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Re: Universal UI woes
« Reply #1 on: July 15, 2013, 07:15:57 PM »
There is a video on handling different resolutions, but in your case I would simply use a fixed size setting on UIRoot.

iandunlop_oefun

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Re: Universal UI woes
« Reply #2 on: July 15, 2013, 07:44:32 PM »
I've bought and tried using RetinaPro but that requires a lot of assets to be made and does weird things with positioning.

I'm the developer of RetinaPro. I am working directly with Zophiel and hope to resolve his issue and, FWIW RetinaPro has been used in many applications without issue.

RetinaPro's main purpose is to significantly reduce the tedious workload by handling your atlases for you when generating or refreshing them, as well as handling atlas swapping at runtime. However, it cannot modify art assets that are unsuitable for multi-screen resolution support and make them suitable. That's really something that needs to be thought of when preparing art files.


Zophiel

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Re: Universal UI woes
« Reply #3 on: July 16, 2013, 02:53:21 AM »
I'm the developer of RetinaPro. I am working directly with Zophiel and hope to resolve his issue and, FWIW RetinaPro has been used in many applications without issue.

Apologies, Ian. I should rephrase that and add "I don't know how to properly use it". My biggest issue is simply all the UITextures, which setting the UIRoot to fixed doesn't fix because of the aspect ratio's of the resolutions. I guess my artist is hopelessly resigned to do a lot of different versions. I've been pretty persistent on trying to find a way to just use 1 atlas as I juuuust got the app under 50mb for 3g downloading, haha.

RetinaPro is in fact awesome at helping me organise the assets and handling the screen switching, don't misunderstand me :)

iandunlop_oefun

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Re: Universal UI woes
« Reply #4 on: July 16, 2013, 09:18:58 AM »
Apologies, Ian. I should rephrase that and add "I don't know how to properly use it". My biggest issue is simply all the UITextures, which setting the UIRoot to fixed doesn't fix because of the aspect ratio's of the resolutions. I guess my artist is hopelessly resigned to do a lot of different versions. I've been pretty persistent on trying to find a way to just use 1 atlas as I juuuust got the app under 50mb for 3g downloading, haha.

RetinaPro is in fact awesome at helping me organise the assets and handling the screen switching, don't misunderstand me :)

Thanks for the clarification. I reviewed your example project and will be emailing you shortly.