My Rant on the iPhone 5s

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Apps are cool either way. Lol. You people are nuts. Just enjoy this awesome technology. Sometimes an app on my iPad is better than on my S4, sometimes the other way around. Either way, they let me be mobile & enjoy content on the go.
 
We're all fortunate to live in a day when we can have this to discuss and a place to discuss it. I take neither for granted.

S IV
 
Busted. You claimed that almost all of the roughly million apps will fully utilize extra 64 bit power given by the A7 in just 3 months max, yet you just agreed it took roughly a year for the same number of apps to do something far simpler in scaling to a 4" screen.

Thank you, good game.

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an app developer mentioned in another thread that the new apple developer kit automatically compiles apps in both 32-bit and 64-bit binaries even if you change just one character. This means that unless the developers just flat out don't touch their apps again, that they will be 64-bit ready, like it or not. the screen size however isn't automatic so some app developers might have chosen not to bother at first, though I know that now apple requires all app submissions to be compatible with the larger screen to negate this issue. So yeah being that developers aren't even given a choice in the matter, the only apps that won't be 64-bit ready are ones that aren't updated at all.
 
That's not Apple. The developers have to do that. All the big Apps are scales for iPhone 5. What Apps were you using that wasn't scales 12 months after the 5 came out?


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I haven't used ios for a while, but the ones I can remember having problems with are X plane 9 and bloons tower defense 4. There were many others, but I can't remember what I had on my iPhone. They may be fixed now, and if they are that's great, but I know it was a problem when I had my iPhone.

It's partially the developers fault and partially Apple's as well. Seeing the apps wouldn't scale on the iPhone 5, the developers should have fixed the apps. That's a no brainer. But they wouldn't have that problem if apple thought ahead and made the screen the proper size for the apps to scale. All they did was stretch it vertically, the width is still the same. If they made it wider, they wouldn't have this problem.
 
Apple thinks how well the iPhone fits in a lady's hand is of the utmost importance. I can't say I agree with that priority as I would always choose a larger screen...but, then again, I'm a guy, what do I know?


Note 8.0
 
I haven't used ios for a while, but the ones I can remember having problems with are X plane 9 and bloons tower defense 4. There were many others, but I can't remember what I had on my iPhone. They may be fixed now, and if they are that's great, but I know it was a problem when I had my iPhone.

It's partially the developers fault and partially Apple's as well. Seeing the apps wouldn't scale on the iPhone 5, the developers should have fixed the apps. That's a no brainer. But they wouldn't have that problem if apple thought ahead and made the screen the proper size for the apps to scale. All they did was stretch it vertically, the width is still the same. If they made it wider, they wouldn't have this problem.

Won't this simply lower the PPI of the screen, to the point where it loses its retina quality? The screen may be bigger, but with icons and fonts stretched accordingly, I wouldn't actually gain any extra useable space.
 
Won't this simply lower the PPI of the screen, to the point where it loses its retina quality? The screen may be bigger, but with icons and fonts stretched accordingly, I wouldn't actually gain any extra useable space.

Yes, but it would solve the problem. It would only be temporary until the proper modifications can be made to retain the PPI and add extra useable space. It would look much better than a tiny box in the middle of the screen
 
Won't this simply lower the PPI of the screen, to the point where it loses its retina quality? The screen may be bigger, but with icons and fonts stretched accordingly, I wouldn't actually gain any extra useable space.

Um... they can just add pixels then. Not a big problem.
 
Um... they can just add pixels then. Not a big problem.

Which means that developers still need to revamp their apps either way, since they don't automatically scale.

The next best alternative is to double the resolution again (effectively quadruple the pixels), but that would be massive overkill, and end up with a very awkward 2272x1280 resolution.
 
more pixels is just such an easy and automatic solution. It must be why everybody is doing that....

When you make a game asset you need to start with the largest resolution picture and shrink it down. If the original asset is is 1280 x 720p for example and you add pixels for 1080p (1920 x 1080)it is going to look stretch, ugly, and awkward.
 
Which means that developers still need to revamp their apps either way, since they don't automatically scale.

The next best alternative is to double the resolution again (effectively quadruple the pixels), but that would be massive overkill, and end up with a very awkward 2272x1280 resolution.

Then how do iPhone apps scale to the iPad? None of the iPads have a resolution that is a multiple of any of the iPhones' resolutions.
 
Then how do iPhone apps scale to the iPad? None of the iPads have a resolution that is a multiple of any of the iPhones' resolutions.

Your current thought out reply has been interrupted by Benny's world famous enchilada omelet.



Your regularly scheduled rebuttal we come after breakfast.




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Then how do iPhone apps scale to the iPad? None of the iPads have a resolution that is a multiple of any of the iPhones' resolutions.

I guess my pictured didn't attach.

iPad apps are made separately as required per Apple.
 
Then how do iPhone apps scale to the iPad? None of the iPads have a resolution that is a multiple of any of the iPhones' resolutions.

I am talking about the phone apps that scale up to the iPad. They exist, and there are lots of them.

Those are universal apps that are built with multiple layouts, you basically use the backend code but design layouts for each.
Here is a screenshot of the setup.

Then IOS requires two sets of assets one for standard resolution and the second for 2x resolutions.

What most do is make the 2x resolution first then scale it down to 1x resolution.
 

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Busted. You claimed that almost all of the roughly million apps will fully utilize extra 64 bit power given by the A7 in just 3 months max, yet you just agreed it took roughly a year for the same number of apps to do something far simpler in scaling to a 4" screen.

Thank you, good game.

Sent from my Nexus 4 using Tapatalk 4

Busted for what? As soon as an app is updated it is turned into 64 bit. The developer has no choice to not make a 64 bit version.

Thank you, good game.

Posted via Android Central App
 
Busted for what? As soon as an app is updated it is turned into 64 bit. The developer has no choice to not make a 64 bit version.

Thank you, good game.

Posted via Android Central App

...as long as they update their app.

The Order Odonata. There can be only one.
 
Those are universal apps that are built with multiple layouts, you basically use the backend code but design layouts for each.
Here is a screenshot of the setup.

Then IOS requires two sets of assets one for standard resolution and the second for 2x resolutions.

What most do is make the 2x resolution first then scale it down to 1x resolution.

No, you don't get it. I'm talking about apps that are specifically designed for iPhones and not iPads and thus need to be blown up to fit the iPad's screen. You know, the apps with the little "1x" or "2x" buttons in the corner.
 
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