1: Getting Started
2: Building Logic
5: Game Mechanics
6: Advanced Topics
7: Testing & Tuning
8: The Last 10%
M1: Mobile - Intro
M2: Mobile - Basics
M3: Mobile - Services
M4: Mobile - Publishing
B: How-To Guides
3.0 Drafts (In Progress)
HD (Retina Display) Games
Note: Stencyl 3.0 users should view our newer article on App Scaling. Some of the concepts in this article are the same, but it's intended for 2.2 and below.
Starting with the iPhone 4, Apple incorporated the Retina Display into its devices. The Retina Display is a special kind of screen with twice the screen resolution as previous models and quadruple the number of pixels.
The purpose of the Retina Display is to display crisper graphics, in much the same way that an HD television displays a crisper image over the same area.
Since many iOS devices now include the Retina Display, it’s practically required to support it nowadays. Fortunately, it’s easy to support the Retina Display, as long as your graphics are created at 2x resolution from the start.
THE GOLDEN RULE: Design at 1X, Import at 2X
In short, the rule of thumb is that you design your game as if it were always at 1x resolution but import your graphics at 2x resolution.
How to Import Graphics at 2X resolution
In short, no action is required.
For a mobile game, Stencyl assumes that all incoming graphics are 2x! It’ll even generate a standard (1x) resolution copy of them for older devices and the web.
If you find that your graphics are blurred at 1x resolution, flip to the page for the Atlas that contains the graphic and set the resize mode to Nearest Neighbor. (Note: You can find your game's Atlases under Settings> Atlases, and then click on the numbered Atlas with your graphic.)