Game Development Community

iPhone Landscape

by Jason Darby · in iTorque 2D · 10/26/2009 (4:46 pm) · 9 replies

Ok so working on our second iphone game (first one should be submitted to apple in a week or so)...

The next game is in Landscape... are there any special requirements for working in Landscape? I am assuming we would build it as a normal landscape setting in TGB... then set the camera, and change the config.xml file to be the right settings.

First trys of this hasnt exactly worked, so has anyone got any advice or known issues of this.

Jason

About the author

Computer games book author, have written 6 game creation books, published by Cengage Course Technology. Owner of Arcade website www.madword.com and Castle software.


#1
10/26/2009 (5:11 pm)
it *should* just be setting the resolution to 480 x 320, setting the option to landscape, and if your PC resolution is different - changing the camera area. Otherwise, the above two should suffice.

Could you post the problems with the way you had it? And the details?
#2
10/26/2009 (8:12 pm)
Still getting a white borderon the bottom and the right of the phone.

I create the app in windows, then move it to the Mac, in iTGB i set to landscape, and then import into Xcode. Change config.xml to be 480x320.
But still no joy.

No idea what is going wrong. Any advice would be appreciated.
#3
10/26/2009 (8:14 pm)
Did you edit the scene graph settings too?

messing with the xml is a useless thing because on each call of build they are beeing reset.
#4
10/27/2009 (1:01 am)
Jason, when you move it to the Mac make sure you create the DSOs first by running your app in Torque Game Builder on your mac.

Set your resolution in Torque Game Builder.
#5
10/28/2009 (4:00 am)
Ive tried both the set to landscape and making sure i run the app on the mac (dso). At the moment i have the image on the phone in portrait, in fact it seems to be duplicated, i actually see two copies of it.

Is there no flag i need to set to tell the phone it needs to display this in landscape rather than portait?
#6
11/02/2009 (6:42 pm)
Still not figured it out. I recreated it on TGB on the apple and it worked... obviously windows is where i need it to work initially.... oh well, just have to keep trying :D
#7
11/02/2009 (9:32 pm)
If you need windows, use TGB 1.7.4
if you want to work on an iphone game, then use iTGB on a mac.

don't waste time working on an iphone game on windows, because that won't get you more than doing the layout of the levels and basic scripting. all optimizations and source work are an osx thing as you will want to test them against xcode and the corresponding xcode and naturally the iphone and instruments
#8
11/03/2009 (2:54 am)
Thats not as easy as it sounds, as my programmer has Windows only, and I obiously have Windows and a Mac. :D
#9
11/03/2009 (2:57 am)
"don't waste time working on an iphone game on windows, because that won't get you more than doing the layout of the levels and basic scripting."

In all fairness Marc, what you've described above is pretty much the creation of an entire game :)

If you are used to working in Windows with Visual Studio, then by all means you should spend the majority of your time working in an environment that you are familiar with and most productive in. You can easily make 90% of an iTGB game in Windows with little or no iPhone knowledge, other than planning for how you want the game to behave on the iPhone (ie. input, etc.).


"all optimizations and source work are an osx thing as you will want to test them against xcode and the corresponding xcode and naturally the iphone and instruments"

Agreed. But that is something that can be done once you actually have a completed game that you know is solid in its execution.


As a developer, you should use the tools that you are most comfortable with and give you the most productivity in order to get the end result as quickly and efficiently as possible.