Pixeling in photoshop vs ratio

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Post » Sun Nov 17, 2013 2:59 am

I wrote above that i am new to this.. What resaults will look like what? ''left one uses screen resolution and looks blurred'' .. what do u mean honestly? Screen resolution on the retina display? How can it not be screen resolution in that case? What/How is the difference.......?

I mean sigh.. i dont get any of this.. And yes this is related to C2, because i bought the product and i am trying to create a game for the iphone.. I just need to understand this resolution thing, i keep reading and asking but everyone gives me answers that makes 0 sense to me. Why does this look blurred? Coz of screen resolution.. O.o what is that? is it created by a different software or? I said i am new to this..
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Post » Sun Nov 17, 2013 3:12 am

No offense intended, but all the people in this thread gave you comprehensive answers. They are as easy as possible. If you still don't understand, you need to learn the basics first. When working with graphics, terms like resolution, aspect ratio, ppi/dpi and size are key to a developer world that consists of a vast variety of display sizes, ratios and resolutions.
You repeat saying you are new to this. Still, it seems you're hoping for an all time, no learning needed solution: There is none. You need to learn the basics. If explanations are not understandable to you, use the old but still valid method of trial and error. Do prototypes and test them, until you achieve the result you want.
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Post » Sun Nov 17, 2013 1:30 pm

Best is to read more about other (game)designers that have to deal with this

found a nice link here, http://www.vickiwenderlich.com/2012/06/how-to-size-game-art/
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Post » Sun Nov 17, 2013 1:38 pm

Wikipedia is your friend if you don't understand words such as display resolution, easy as that.

Pixel doesn't directly correlate to size on the screen, since obviously it depends on how large one pixel is on the device. Maybe you can understand this sentence at least.
If you code in 16:9 in a smaller resolution and scale up to a bigger 16:9 resolution, then the size of your objects will be the same as if you had programmed it for the bigger 16:9 resolution. Only difference will be that it won't be as sharp / image quality will be worse, because you have less information available for each pixel. (talking about raster graphics here)mindfaQ2013-11-17 13:39:06
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Post » Sun Nov 17, 2013 5:15 pm

Hehe you still dont understand me. I know how/what it will look like under the retina display. I am just asking if i can keep the size of my drawing in the iphone aka disable the retina on 1 or 2 objects. Do u understand now? ;) haha
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Post » Sun Nov 17, 2013 5:16 pm

Yes exactly, but that is still not what i am talking about. Ayway thanks for trying to explain ;) gl hf
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Post » Sun Nov 17, 2013 9:58 pm

Do you mean you want to draw 100 x 100 to fit iPhone 5?

Use 100 x 56 windows size, it can fit the entire screen according to http://andrew.hedges.name/experiments/aspect_ratio/ but you need to study the results between original sprites and big sprites.
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Post » Mon Nov 18, 2013 1:25 am

Yes exactly!!! Someone who understands! ^_^

Oh btw the link u sent isnt working >.<
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Post » Mon Nov 18, 2013 3:27 am

http://andrew.hedges.name/experiments/aspect_ratio/

This forum is horrible and buggy, sometimes all links leave %20 at last.Joannesalfa2013-11-18 03:28:53
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