On Sat, 9 Jun 2012 02:13:34 -0700 (PDT) EDan <voltolinidan...@gmail.com> wrote:
> I have a problem with images in android games. I bought a book 1 month > ago "Beginning Android 4 Games Development" and I already write the > framework for develop game that the book explain, so the problem is > not in the code. The problem is that I don't know how built with > photoshop a picture that goes very well on android (I know that I have > to use .bng but I don't know the other settings like RGB565 or other). > So I need someone that explain me wich format I have to use, or if I > have to use another software for this purpose. I have a book called "Beginning Android Games" which says that nearly all Android device screens are 16-bit, but that could have changed since more tablets etc came on the market. For maximum simplicity, good performance across as many devices as possible, and space saving, you should load them as RGB565 or ARGB4444 depending on whether you need alpha (transparency), and save them from Photoshop in that format. But to make your game look better on high-end devices you could save the files in 24-bit/32-bit depth and choose whether to load them into Android in that format or in a 16-bit format depending on what the device supports at run-time. ISTR reading that devices might not truly report whether their screen is really 32-bit (or at least more than 16), so it might be better to have a user option than try to work it out from API functions. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en