As I mentioned in my comment, you can programmatically scale each image in your array like so:
...
CGFloat width = whateverWidth;
CGFloat height = whateverHeight;
jumperguy.animationImages = [NSArray arrayWithObjects:
[self imageWithImage:[UIImage imageNamed:@"jumperguy_a_1.png"] scaledToSize:CGSizeMake(width, height)],
[self imageWithImage:[UIImage imageNamed:@"jumperguy_a_2.png"] scaledToSize:CGSizeMake(width, height)],
[self imageWithImage:[UIImage imageNamed:@"jumperguy_a_3.png"] scaledToSize:CGSizeMake(width, height)],
[self imageWithImage:[UIImage imageNamed:@"jumperguy_a_4.png"] scaledToSize:CGSizeMake(width, height)],nil];
[jumperguy setAnimationRepeatCount:1];
jumperguy.animationDuration = 1;
[jumperguy startAnimating];
}
- (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
//UIGraphicsBeginImageContext(newSize);
// In next line, pass 0.0 to use the current device's pixel scaling factor (and thus account for Retina resolution).
// Pass 1.0 to force exact pixel size.
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}