Currently iOS supports three different art sizes: art for the 480x320 original iPhone screen, art for the hi-res 960x640 iPhone 4 screen, and art for the 1024x768 iPad screen, which in my experience is usually not the same as for the hi-res screen because of the different demands placed upon the different aspect ratio of the screen.
In a worst case, you could include three sizes for all of your artwork, and that's exactly what I did for the main element (cards) of my last game. However, it's ultimately wasteful in both download time and my time in creating them all.
What would y'all suggest as the best way to deal with the different requirements of the different iDevices? Here's a few general possibilities that I'm considering:
1.) Include artwork in all 3 sizes.
2.) Include artwork in just 1 size (the big one), but resize it on the fly as UIImages are created.
3.) Include artwork in just 1 size (the big one), but make resized copies of it the first time a user starts up your app.
There are of course variants involving using some techniques for just some sizes (e.g., share artwork between the two big sizes, slightly resizing as needed). I'm interested in which method you'd use, with notes on the pros and cons of doing so. I expect the biggest cons are going to be: file size and any lag that might be caused in display or resizing of the objects. One of my biggest unknowns is how good of a job iOS does if you let it do the resizing, both in output quality and in timing.