Okay, so I've noticed a bit of confusion on the forum about how Gideros handles different device resolutions and image scaling. Also, I have to admit to having been a little flummoxed myself along these lines. Hence I have put together a sample Gideros project
that tries to demonstrate what is going on as the different project parameters are changed and different devices are used as target. I think I can now see how I will configure my future apps for different devices when the time comes.
Unfortunately, the dimensions of the test backgrounds are currently for iOS devices only (since that is my primary focus right now) but I'll be happy to update these with scales for the more important Android devices. If you guys can post to this thread the top 4 Android device resolutions that I should include then I'll try to incorporate them.
In the demo as it stands, I have set it up for:
1) Pixel Perfect scaling. I can't imagine anybody wanting their assets scaled arbitrarily so I think most pros would choose this. Obviously, you can alter it and see the effects for yourself.
2) I've chosen a logical scaling of about iPhone 4/iPad dimensions for the base asset size. I imagine most devices now are coming out with this sort of screen dimension. This means that 768x1024, or 640x960 are proposed as the typical logical canvas size and this is the scale used for assets with no @x
3) Higher scale assets (currently only iPad 3 under iOS) are given the @2x
4) The original iPhone/IPod assets would have @half
5) I have chosen to centre the background to make things easier to understand. I think this is probably the way most people will want to work when allowing for different size screens.
6) In the project as it stands I have set the base resolution of the project as 640x960. This makes the normal iPhone fit like this:
On an iPad this gives a bleed zone around the edge. As you can see this brings the origin away from the top left. Here's the new iPad version, which shows high res assets are being used too:
This seems to me like the way I might choose to work since it gives me a reasonable canvas to keep key things on the screen for all devices, but then allows me to push non-essential graphics etc into the bleed zone if I wish.
7) If I try using 768x1024 then I find the iPhone devices DON'T behave as I expect. And maybe this has been the source of the confusion for me in the past. If anyone can provide the explanation for this, I'd be grateful. @atilim
perhaps? Here's what I see for the iPhone 4 on this setting:
6) I haven't tried this with iPhone 5 settings as yet since I haven't yet installed the latest Gideros version that caters for this in the player. The iPhone 5 dimensions are however include in the template backgrounds.
I hope this proves helpful to others. It's certainly been useful for me.