Launch Screen Sizes for iOS 12

If you still use launch screens, these are the sizes you need.

As with mobile icons, the proliferation of new Apple mobile devices demands an ever increasing number of launch images.  This post lists the necessary artwork sizes to directly support all devices (and possible orientations) as of iOS 12.

Of course, Apple realizes that adding new launch screen sizes every time they introduce a new form factor will quickly become unsustainable.  (It is close to that now; otherwise, this post would be unnecessary. 😉 )  For that reason, they introduced launch storyboards, which allow a launch screen to be defined by a layout of controls and constraints, rather than by individually sized images.  The only problem is that, unlike normal storyboards, the launch storyboard is loaded before the application runs, so only automatic layout can occur; no code can be executed.  Therefore, customization is restricted, which prevents developers from accomplishing the same thing that is possible with launch images, namely, use of the entire screen on each individual device for displaying an image.

Apple takes the position that the launch screen should display an image reflective of the first screen of the application to give the impression that the app has launched that quickly.  This certainly is better for Apple, who is not known for missing branding opportunities, but using the launch images for branding, i.e., a splash screen, is expected in the game industry (and, arguably, for any software).  Also, games usually have custom background artwork, and if that is customized to screen sizes, there is no easy way to mimic that with a launch storyboard, at least at the moment.

To be fair, nowadays the launch screen is a somewhat rare occurrence, as it is only shown at first launch, or when the application has been unloaded, either closed by the user or removed from the background by the system to recover resources.  If you design your splash screen to be an image in a sea of solid color or a repeating texture, you can reproduce that with a launch storyboard.  The kind of splash screens that Rick Tumanis designed for Demolish! Pairs or Pretty Good Solitaire, however, do not lend themselves to this approach.  It is for that reason that we still use launch images in those games (and others).  In fact, Demolish! Pairs will reshow the splash screen if you shake the device from the menu.  (It is an ‘undo’ when done from within a game.)

So without further ado…

iPhone Launch Screen Sizes

Apple iPhones provide the bulk of the variety in device screen sizes, so you need to provide 11 (or 12) launch images for full coverage, as follows:

  • Portrait iOS 12+
    1. 1242 x 2688 (@3x) – iPhone XS Max
    2. 828 x 1792 (@2x) – iPhone XR
  • Landscape iOS 12+
    1. 2688 x 1242 (@3x) – iPhone XS Max
    2. 1792 x 828 (@2x) – iPhone XR
  • Portrait iOS 11+
    1. 1125 x 2436 (@3x) – iPhone X / iPhone XS
  • Landscape iOS 11+
    1. 2436 x 1125 (@3x) – iPhone X / iPhone XS
  • iPhone Portrait iOS 8+
    1. 1242 x 2208 (@3x) – Retina HD 5.5″ (iPhone 6 Plus / 6s Plus / 7 Plus / 8 Plus)
    2. 750 x 1334 (@2x) – Retina HD 4.7″ (iPhone 6 / 6s / 7 / 8)
  • iPhone Landscape iOS 8+
    1. 2208 x 1242 (@3x) – Retina HD 5.5″ (iPhone 6 Plus / 6s Plus / 7 Plus / 8 Plus)
  • iPhone Portrait iOS 7+
    1. 640 x 960 (@2x) – 2x (iPhone 4s)
    2. 640 x 1136 (@2x) – Retina 4 (iPhone 5 / 5s / SE)
  • iPhone Portrait iOS 5, 6 (legacy)
    1. 320 x 640 – 1x (optional – unused on iOS 8+)
    2. 640 x 960 (@2x) – 2x (same as #10)
    3. 640 x 1136 (@2x) – Retina 4 (same as #11)

Note that the lowest supported target system for Xcode 10.0 (latest version as of this writing) is iOS 8.0, and no devices at the original iPhone resolution (320 x 640) can run that version of iOS, so the final unique size (#12) is unused in modern apps.

iPad Launch Screen Sizes

There is good news and bad news when it comes to supporting iPad launch images.

Good News

The good news is that you only need 4 launch images for iPad support, as follows:

  • iPad Portrait iOS 7+
    1. 768 x 1024 – 1x (iPad 2)
    2. 1536 x 2048 (@2x) – 2x (iPad Retina / Air / Air 2 / 5th gen / 6th gen)
  • iPad Landscape iOS 7+
    1. 1024 x 768 – 1x (iPad 2)
    2. 2048 x 1536 (@2x) – 2x (iPad Retina / Air / Air 2 / 5th gen / 6th gen)

That is pretty straightforward, especially given that they are the same aspect ratio, so you can just create the double density size and directly reduce the image.  Further, if your target platform is iOS 10 or higher, the iPad 2 is no longer supported, so you only need the two larger images for all remaining iPads.

For completeness, here are the legacy sizes for iPads running iOS 5 or 6:

  • iPad Portrait Without Status Bar iOS 5, 6 (legacy)
    1. 768 x 1004 – 1x (optional – unused on iOS 8+)
    2. 536 x 2008 (@2x) – 2x (optional – unused on iOS 8+)
  • iPad Portrait iOS 5, 6 (legacy)
    1. 768 x 1024 – 1x (same as #1)
    2. 1536 x 2048 (@2x) – 2x (same as #2)
  • iPad Landscape Without Status Bar iOS 5, 6 (legacy)
    1. 1024 x 748 – 1x (optional – unused on iOS 8+)
    2. 2048 x 1496 (@2x) – 2x (optional – unused on iOS 8+)
  • iPad Landscape iOS 5, 6 (legacy)
    1. 1024 x 768 – 1x (same as #3)
    2. 2048 x 1536 (@2x) – 2x (same as #4)

The only (4) new sizes here are just the same launch screen sizes with an area for the status bar (20 or 40 pixels) removed.  These sizes are never used in modern apps.

Bad News

The bad news is that, as keen observers will have noticed, I did not list any of the iPad Pro models above; this is because an iPad Pro acts like an iPad Retina.  Without a launch storyboard, all iPad Pro devices show up as though they are only 2048 x 1536 resolution.

To be fair, the smallest iPad Pro, the 9.7″ model, is only 2048 x 1536, but the two larger models have higher resolution that is not used: 12.9″ is 2732 x 2048; 10.5″ is 2224 x 1668.

If you want to have the full resolution of iPad Pro devices, you must use a launch storyboard rather than launch images; you cannot use both, as (experimentation suggests that) the inclusion of a launch storyboard supersedes launch images.  Damn.

Conclusion

The release of iOS 12 added the need for 4 additional launch screens (to support both orientations for the iPhone XR and iPhone XS Max), so a “universal” app needs to provide a total of 15 launch images to support all iPhone and iPad devices.  However, if your game or app needs to take advantage of the full resolution of the iPad Pro, you will need to provide a launch storyboard instead, and adjust your launch screen appropriately.

All Apple needs to do to provide complete support is to provide constraints for individual form factors, allowing different images to be selected from the launch storyboard based on device model, OR use a provided launch image in preference to (or prior to) a launch storyboard.  Best of all, they could just remove the arbitrary and silly restriction that prevents access to full iPad Pro resolution unless we provide a launch storyboard, which restriction seems to be in place for the sole purpose of strong-arming developers into supporting launch storyboards (before they provide equivalent functionality).

In the meantime (which will likely be forever), it makes sense to start figuring out how to adjust your launch design and strategy to work with launch storyboards.  This is not unlike what is currently necessary for Android support, anyway.  For our next project, we are investigating a high resolution square-ish logo that can be the sole image in a field of white, scaled to largest size possible to fit the launch screen.

Abandoning this expected branding opportunity, though?  Not likely.

Modern Mobile Icon Sizes

Icon sizes you need to support iOS 12 and Android Oreo devices.

With the explosion of mobile devices, it keeps getting more difficult to keep track of the myriad icon sizes required for mobile apps.  This post simply lists the required sizes and uses for iOS and Android devices (as of now).

When creating an application icon, it is best to start with an image that is (at least) the size of the largest icon necessary, which is currently 1024 x 1024, and then reduce that image to the necessary sizes, reducing level of detail as/if necessary for smaller icons.

iOS App Icons

As of Xcode 10 (iOS 12), iOSApple iOS devices have application icons for the app on three different device types (iPhone, iPad, and iPad Pro), the store, spotlight (search), settings, and notifications, and these icons may need to be provided in single (unadorned), double (“@2x”), or triple (“@3x”) scale factors.

For a “universal” app, you need to provide icons in 13 resolutions (for 15/18/19 different uses, depending on how you count).  iPhone only apps need 8 resolutions; iPad only apps need 9 resolutions.

Here is a list of the iOS icon sizes, along with a color-coded list of the uses:

  • 1024 x 1024
    • App Store – all applications  (<title>.png)
  • 180 x 180
    • iPhone application @3x  (<title>_iphone@3x.png)
  • 167 x 167
    • iPad Pro application @2x  (<title>_pro@2x.png)
  • 152 x 152
    • iPad application @2x  (<title>_ipad@2x.png)
  • 120 x 120
    • iPhone application @2x  (<title>_iphone@2x.png)
    • iPhone spotlight @3x  (<title>_search@3x.png)
  • 87 x 87
    • iPhone settings @3x  (<title>_settings@3x.png)
  • 80 x 80
    • iPhone spotlight @2x  (<title>_search@2x.png)
    • iPad spotlight @2x  (<title>_search@2x.png)
  • 76 x 76
    • iPad application  (<title>_ipad.png)
  • 60 x 60
    • iPhone notification @3x  (<title>_notify@3x.png)
  • 58 x 58
    • iPhone settings @2x  (<title>_settings@2x.png)
    • iPad settings @2x  (<title>_settings@2x.png)
  • 40×40
    • iPad spotlight  (<title>_search.png)
    • iPhone notification @2x  (<title>_notify@2x.png)
    • iPad notification @2x  (<title>_notify@2x.png)
  • 29 x 29
    • iPad settings  (<title>_settings.png)
  • 20 x 20
    • iPad notification  (<title>_notify.png)

Android App Icons

AndroidAndroid icon requirements had remained fairly consistent, but as of Android 8.0 (Oreo, API 26), those application icons are now classified as “legacy”, though still required for support on earlier devices (i.e., 85.4% of the market); the latest devices can use “adaptive” icons.  All applications should have a store icon.

For most Android apps, you should provide application icons in 6-8 resolutions (none of which overlap with the iOS resolutions).

Store Icon

Android apps, if they are to be published, require a store icon:

  • 512 x 512 – Google Play

Legacy Icons

To support devices running Android 7.1 (Nougat, API 25) and earlier, which you absolutely should, provide legacy icons in resolutions supporting 5 (or 6) different screen densities:

  • 192 x 192 – xxxhdpi
  • 144 x 144 – xxhdpi
  • 96 x 96 – xhdpi
  • 72 x 72 – hdpi
  • 48 x 48 – mdpi
  • 36 x 36 – ldpi (optional)

Note that some legacy icons can (technically) be omitted, but those sizes will be generated by the Android system from other sizes, and not necessarily the best resolution (i.e., a larger icon may be generated from a lower resolution icon, which looks poor).  Therefore, only the low density (ldpi) icon is considered optional; no modern devices are low density, and if one was it would necessarily generate the icon from a larger source.

Adaptive Icons

Adaptive icons were introduced in Android Oreo to allow the system to perform visual effects with the shape and/or contents of an application icon.  In order for this to be supported, adaptive icons need to be separated into foreground and background layers; the foreground contains the important content of the icon, toward the center, and the background is an image or color that may provide branding but could be clipped.

These are the components:

  • foreground – 108 x 108 image with transparency, icon content in center 72 x 72
  • background – color or 108 x 108 image to be composited with foreground

The foreground and background may be moved or sized independently before being composited together, and the resulting image will likely be cropped into an arbitrary shape; Android reserves an 18 pixel border for these kind of visual effects.

For more information, see this page about supporting adaptive icons.

Conclusion

For a mobile app to support all recent iOS and Android phones and tablets, you will need to create about 20 icons, in the resolutions above, including separate foreground and background layers for adaptive icon support.  If possible, start by creating an App Store icon (1024 x 1024) from a separate foreground and background.  Use that as a source icon to generate the smaller Google Play, iOS, and Android legacy icons, adjusting detail as necessary.  Finally, resize the foreground and background layers appropriately to generate the components for the adaptive icons.  (Then, take a deep breath.)

Now you are ready to implement your application. 😉  Of course, if you want to support Android TV, Apple TV, Android Wear, Apple Watch, Android Auto, and/or Apple CarPlay…

Securing the Web

Adding SSL/HTTPS support to Apache.Digital Gamecraft logo

You may have noticed (or not) that this blog has recently acquired a little padlock icon to indicate that it is “secure”.  You can now access the blog using “https://”; in fact, using “http://” (without the ‘s’) just redirects to the secure page anyway.

Marketing Purpose

This change has been on the task list for a very long time, but it finally became really important when, last July, Google changed Chrome to display “Not secure” next to any web site that did not have a certificate.  Given that Chrome now represents about 60% of browser usage across all platforms, that is not an audience we would ignore. Fortunately, at the moment, the little indicator in Chrome, and other small reminders in various browsers, are not too damaging, but this is likely just the beginning of more and more dire warnings.  Realistically, there is essentially nothing passed from this blog outside of Digital Gamecraft itself that needs to be encrypted, per se, but readers do not necessarily know that, and they should not be asked to know that, either. From a marketing standpoint, anything that causes a “customer” (in this case, reader) to have to make a decision (e.g., “Is this site safe?“) reduces the likelihood that individual will continue, which means that it reduces the audience.  Not desirable.

Technical Purpose

In the past (i.e., when this task was first added to the web improvements list), adding support for secure, encrypted communication via SSL/TLS/HTTPS was a complicated and confusing process.  Frankly, this is why it never quite bubbled up to the top of the list and, thus, never got implemented until recently. Without getting too technical (because I could not, even if I wanted to), SSL stands for Secure Socket Layer, which is a protocol for encrypting communications, and TLS stands for Transport Layer Security, which is a newer version of the same thing.  TLS actually supersedes SSL, but the latter is still used generally to represent both SSL and TLS.  HTTPS is the protocol used to do the actual communication. The idea is that everything transmitted over the internet (such as this blog post), if not encrypted (i.e., using HTTP), is readable at every server and router along the way.  Encrypting the data makes this (nearly) impossible, so TLS (or SSL) is used, and HTTPS tells the receiving computer that the message needs to be decrypted.  The process of encrypting and decrypting data relies on certificates that need to be obtained from a certificate authority (CA), which is where things were most complicated. In the “old days” (just a few years ago), you would have to contact a CA to get a certificate, and this process often required providing lots of information to prove who you were before (always) paying an annual fee for a certificate.  There are different types of certificates with various levels of verification and you can still spend upwards of $500/year on a certificate, or even $150/year or so for certificates no better than certificates you can get for free.

Implementation

You read me correctly: FREE.  Over the past few years, the cost of low-end certificates (enough to be considered “secure”) has dropped to the point of now being free and automated.  In particular, Let’s Encrypt is a certificate authority “run for the public’s benefit” that provides free certificates. Additionally, the automation provided by Let’s Encrypt and EFF’s Certbot makes this fairly simple to do.  After the fact, knowing how easy this was, I am somewhat embarrassed that I did not do it sooner.  So, here is how I did it… I started at the Let’s Encrypt site, read a little bit, and then was directed to the Certbot site, which (on the main page) just asks for your web server and system type.  Caveat: We run our own servers here, so I have full shell access to the system; I do not know how much more difficult it may be trying to do this through a web interface. Because we are using Apache running on Ubuntu (Xenial) to serve this site, I ended up on this Certbot page.  First, I updated my system, just to start with the latest components, and then I just followed the (5) steps in the Install section.  If you have ever installed Linux software from a command line, the process should seem quite familiar. Next, I typed in the first command under Get Started:
sudo certbot --apache
I answered the few questions (asked only once) about, as I recall, contact information and whether I wanted to be added to the EFF mailing list (emphatically not).  The meat of the program produces a list of domains served by the Apache installation and allows you to select which ones you want to serve as HTTPS.  After that, it asks whether you want to redirect all HTTP traffic to HTTPS (recommended), which seems to be working flawlessly. In our case, we have quite a few domain and host names all serving one of a relatively small number of sites.  I initially did just one site (https://sophsoft.com), which worked a charm, but I ended up recreating that certificate and including all of the other host names that serve up the same pages (e.g., www.sophsoft.com and sophsoft.info).  I then repeated the process separately for each discrete site.  Voila!  Done. Actually, the installation process, when finished, gives you a link to SSL Labs testing page so you can verify the security of your page.  All of our pages were given Overall Rating: A. As noted in the Automating renewal section, the certificates are only good for 90 days (gift horse and all that), but it looks like there is a cron job that can be installed to automatically renew.  I admit that, until I started writing this paragraph, I thought that it had been installed already, but it looks like I will need to do that myself.

Final Adjustments

We did still have one or two pages (OK, the whole blog 🙁 ) that initially served up encrypted pages but still showed a broken padlock, indicating lack of security.  This can be caused by residual HTTP references in a page, which result in only portions of a page being secure.  Often, image links are still insecure, so they need to be fixed. In our case, the blog needed the canonical address to be updated to HTTPS in the settings, the custom theme had a reference to an image file accessed insecurely, and many of my actual blog posts made explicit HTTP image references.  It really only took a few minutes to find and fix the issues, but there was a little sleuthing involved.

Conclusion

Sooner or later, and I imagine sooner, web pages that are served up without encryption will be the outliers and will have an increasingly diminished reputation.  I would be quite surprised if Google’s search ranking algorithms did not already favor HTTPS pages.  Given that the cost has now dropped to nothing and automation makes the process pretty easy, it seems like an obvious improvement for any business that values its web presence.

Demolish! Pairs for Android and iOS

Awesome puzzle game now available for almost any mobile device.

On Tuesday, Digital Gamecraft released both Demolish! Pairs 1.0 for Android and Demolish! Pairs 1.2 for iOS.  This pair of releases represents a recommitment to this product that is enjoyed by game players on a daily basis. Demolish! Pairs 1.0 for Android is the first release on the Android platform, after numerous requests, and it runs on 99.7% of Android tablets and phones. Demolish! Pairs 1.2 for iOS is a long-awaited update release that adds support for the latest iOS devices, including the iPhone X, and resolves compatibility issues with iOS 11. The goal of Demolish! Pairs is to remove pairs of adjacent, matching blocks until the entire board is cleared.  Each time a pair of blocks is removed, the blocks above (if any) drop down and empty columns are filled by pushing the remaining columns together.

Release Date

The release date, September 11, is significant, if somewhat coincidental.  (We decided to release the Android version on that date, and the Apple approval of the iOS version just happened to arrive later on the same day.) Demolish! Pairs began life as a secondary project in the early years of Digital Gamecraft.  After many years of discussing the idea, we started actual game design in August 1999, and we completed the first playable (Windows) prototype shortly thereafter.  A couple of years later, we made the decision to proceed with Demolish! (as it was known at the time) as a primary development project, and we were making good progress for a few weeks. The original design theme was an actual building that was being demolished brick by brick, and the gameplay was fun.  However, the events that occurred on that date 17 years ago suddenly made the idea of tearing down a building very disturbing, and it became clear immediately that the game could not continue along the same path.  We initially renamed the project to Diminish, making the destruction as abstract as possible, before finally shelving the whole thing for almost a decade. In early 2011, we picked up the project again, deciding to continue with the abstract design and target mobile devices, but to return to the original name.  We had a number of different play mechanics that we were implementing, but determined that the one with selecting only pairs of blocks was both unique and the most obviously skillful, so we focused on that particular mechanic.  Demolish! Pairs was born. The dramatic history of this game does not end there, but this post does. 😉

Fall in East Lansing

#whymichigan

After an unusually warm summer here in Michigan, which happened to correspond to lots of upheaval and several unusual activities for me, the weather broke with a minor thunderstorm a few nights ago; in came the cool fall weather that characterizes the change of season, and it looks like it plans to stay for a while.

As much as I love hot days, especially those that others sometimes find unbearable, I think that I really enjoy the early autumn in East Lansing the most.  It is still warm enough that everybody is outside, yet cool enough to sleep in the evenings (and that damn air conditioning can stay off).  We get some rainshowers and occasional thunderstorms as the different air masses interact.  Soon, the maple trees will start turning beautiful shades of red, orange, and yellow, and the smell of falling leaves will permeate the fresh air.

This is fall.

(Yes, I know that technically the autumnal equinox is not until the 22nd of this month, but the change of seasons is not only about one astronomical event on a particular day.)

Another aspect of this time of year here is that East Lansing (Go Trojans!) is a big college town, home to Michigan State University (Go Spartans!), which has more than 50,000 students; that is more students than permanent residents of the city.  From late August into September, the influx of students, including some 10,000 incoming freshman, provides so much energy it is almost palpable.  (The increase is traffic is also unmistakable, but still nothing like larger cities.)  There is really nothing like a home football Saturday when all of the above combine into a uniquely exciting experience.

With the university and so many students, there is a lot of diversity of interest, many resources, and loads of young people who are here for the express intent of learning, which makes for a primarily uplifting environment.  Whether one is into science, the arts, sports and games, public service, natural recreation, business, or almost anything else, chances are good that you can find (or make) an opportunity here.  In just my field, there is the Game Design and Development Program at MSU, a student organization, Spartasoft, a top academic conference, Meaningful Play, and Digital Gamecraft is not nearly the only game developer to be based in East Lansing (though we are, by far, the oldest).

Whether coincidental or not, this impending change in season has corresponded to a noticeable uptick in productivity on the most important end of my personal task list.  In particular, I have been really able to dig into development recently, with two iOS projects getting ready for release, one product update very soon (i.e., already submitted to the App Store) and a second one (for a client) making great progress toward completion.  I have also been able to get back on the bike, literally, and pick up where I left off on my exercise program.  The scenery is just lovely, and the weather is perfect.

That is just one reason why Michigan.

[Note: The following just happened to come up randomly from my music collection while I was writing this post.  It seems appropriate, so enjoy.]