Meadow by Minnix Follow us on Instagram @graphicdesignblg
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Meadow by Minnix Follow us on Instagram @graphicdesignblg
@2x
absolutely fantastic userscript for Adobe Illustrator that allows for bulk exporting of artboards to your file format and scale of choice. Fantastic for exporting retina assets and as a replacement for the shitty slicing tools illustrator gives you. Really wish i'd found this sooner. Set your documents effects resolution to at least 150ppi and it will comfortably upscale to 2x. so good.
say good bye to the fucked save for web dialog.
Retina badges
David now has retina badges. A retina badge URL is the badge URL with “@2x” appended to the end of the badge filename. For example, the retina badge for bower is at https://david-dm.org/bower/[email protected]
Check it out:
iOS Universal App (iPhone and iPad) (Retina) Image Naming
Doing a Google search on finding the image naming conventions pulls up a lot of misinformation on this topic so I'd like to clarify...
On non-universal iPhone builds, you can support both retina and standard resolution devices by creating two versions of every image at double its original (or half depending on your viewpoint) size. For example, you'd save two .png files (you should always use .pngs over any other type of image file on iOS because it is hardware accelerated) of your "awesome thing" like so...
standard: awesomeThing.png (100 x 100) retina: [email protected] (200 x 200)
You can then reference your image by its base name and iOS will automatically display the correct image for your current device...
// standard, will display "awesomeThing.png" [UIImage imageNamed:@"awesomeThing.png"]; // retina, will display "[email protected]" // note same code! [UIImage imageNamed:@"awesomeThing.png"];
When building a universal app (a single app that supports both iPhone and iPad) you can use modifiers to have a similar effect, this time form factor dependent. You can also combine the modifiers with the original standard/retina suffix.
Let's say we have different versions of our "awesome thing" image for the iPhone and iPad. We can create the following files:
standard iPhone: awesomeThing.png (100 x 100) retina iPhone: [email protected] (200 x 200) standard iPad: awesomeThing~ipad.png (150 x 150) retina iPad: awesomeThing@2x~ipad.png (300 x 300)
Note the inclusion of the ~ipad modifier. This modifier is case-sensitive (must be lowercase) and must appear after the @2x.
You can also specify ~iphone for a similar effect.
So how does this work? What's going on behind the scenes? It's really just a matter of search paths and load ordering.
On an iPhone, the following paths are searched in order:
* denotes retina only
image@2x~iphone.png*
image~iphone.png
image.png
On an iPad, the following paths are searched in order:
* denotes retina only
image@2x~ipad.png*
image~ipad.png
image.png
Deretina.py - never worry about Retina graphics again
(or rather, never worry about non-retina graphics again)
I've devised a system to stop having to fiddle with retina and non-retina graphics when building iOS apps.
Only make retina (@2x) graphics assets.
Store them all in an "Assets" directory, added to my xcode project as a folder-reference.
Add a "Run Script" build step that converts any and all @2x graphics to half-rez graphics for older devices.
The script can be found here. It crawls a sub-directory of your project called "Assets", so any @2x files in there will be shrunk effortlessly using OS X's built in sips command line tool.
I've only been using this for a day or two in one project, so I'd love to hear of any issues you encounter. Or fork it on github and improve it.
deretina.py
This is NOT the reason Apple didn't put a better display in the iPad 2
This blog has moved. You can now find this post at www.swinden.com.
Chad Catacchio is clearly not an iOS developer. The following is from his post about why he thinks Apple didn't put a better display in the iPad 2:
Apple’s decision to keep the screen size the same – to me – had very little or nothing at all to do with price, availability or any other hardware consideration – Apple kept that screen resolution for the simple (though I guess not obvious) reason that it in no way wanted to slow down the rapid pace of iPad app development, and wanted to further distance itself from any and all competition.
I think the pace of iPad development would accelerate if Apple has increased the iPad's screen solution, not slowed. It's such a simple alteration to support higher resolutions and it makes developers' apps looks so much better.
He goes on to say:
Also, by increasing the resolution, Apple would have basically left all of those “classic” iPad owners in a bit of a lurch as new apps came out that were built with the new resolution in mind (yes, developers could also provide a 1024 x 768 version, but I suspect many wouldn’t).
Had Chad checked his theory with any iOS developer who is familiar with the iPhone 4's Retina display, he would know supporting the higher resolution would probably just require @2x versions of any graphics. And of course all these apps would work on the original iPad in the same way iPhone apps that support the Retina display work perfectly on the iPhone 3GS and earlier.
...just saying.