I simply drew every image at the highest quality it would ever be seen at and then added it with code that looked something like:
Looking at my images, I see nothing wrong with them quality wise. I don't understand why everyone else uses @2x... it seems to me all that does is make your app bundle bigger without adding anything of value to it.
(If you're looking at my screenshots on iTunes and saying they're low quality, that's a mistake on my part... I accidentally took them while running the simulator in non-retina rather than retina, and didn't realize my mistake until after submitting to Apple.)
Code:
UIImage *lifeImage = [UIImage imageNamed:@"life"];
UIImageView *lifeView = [[UIImageView alloc] initWithImage:lifeImage];
[lifeView setFrame:CGRectMake(workView.frame.size.width*[livesView.subviews count]/16.0,
0,
workView.frame.size.width/16.0,
workView.frame.size.width/16.0)];
[livesView addSubview:lifeView];
Looking at my images, I see nothing wrong with them quality wise. I don't understand why everyone else uses @2x... it seems to me all that does is make your app bundle bigger without adding anything of value to it.
(If you're looking at my screenshots on iTunes and saying they're low quality, that's a mistake on my part... I accidentally took them while running the simulator in non-retina rather than retina, and didn't realize my mistake until after submitting to Apple.)