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by jcampbell1 4772 days ago
This is a very good guide. The only part I found odd was the advice to design at 1x rather than 2x. My strategy, is design in 2x, but everything must have even dimensions. For the iPhone I just downsample the assets and don't even bother to check if they look good. For iPad, I will touchup 1x assets if needed.
1 comments

I've found that the best reason to design at 1x is because the coordinates match the coordinates for the developer and also because sometimes the 2x size won't split nice and evenly if you don't keep it in mind. For instance 15px for a gutter.
If you can keep things like that in mind, then designing at 2x means way less work later on (doing a batch /2 on size in Photoshop over all assets is stupid simple).
That is what I actually meant by even dimensions. I meant divisible by 2, not balanced.

It just seems impossible to take something with texture at 1x, and then scale it up. I often pick subtle textures for 2x, and then just drop or re-zoom the texture in the 1x version. How many people really have non-retina devices these days?

iPad mini is non-retina. Maybe 2/3 of new ipads so maybe 15 million last quarter compared to around 45 million retina devices.