Hi everyone,
We're a small studio doing educational apps for Android, our first app relies heavily on 2D Toolkit. We've been working on it for several months, and wanted to confirm from more experienced users, if we're using 2D Toolkit correctly.
We target phones and tablets, and have designed all of our artwork at the Samsung Galaxy Tab 2's 1280x752. 480x320 is the minimum size we target. We work with 32bit RGBA png files for the sprites and make full use of 2D Toolkit for atlasing and animation.
My question is: are we approaching texture size correctly? Our builds are 52Mb, and even though we have lots of custom art, I think they're pretty big and that we could do better.
Should we design for 1280x752 or 480x320? I have researched a lot and cannot seem to find clarity on this. We are planning to port our app to iOS next. If we design at 480x320 will it look good on the 2048x1536 retina display?
Any link to a tutorial on this that really goes into the details would be greatly appreciated!
Additionally, I know there is no one resolution that fits all devices and is optimal. To avoid letterboxing we use 5% of extra texture around all 4 sides of the image. That way when the tk2dCamera rescales, we don't get letterboxing.
Is our approach of creating 1280x752 32bit RGBA pngs correct? Is there something we should be doing differently to get smaller builds and better performance?