HOW TO deploy for IPAD, step by step , please!!!!!!!!!
by Carlos G. Varela · in iTorque 2D · 06/10/2010 (4:00 am) · 15 replies
HI,
I am just trying to deploy on my new ipad 3g.
I did select idevice settings too: ipad, landscape full, etc. adjust the camera, etc.
When I did run the game it run at ipad resolution on my mac.
I did re-select all the frameworks libs agains to sdk 3.2 files platform.
Put the target iphone device 3.2, GCC 4.2, arm6 y 7, etc.
The app compile and deploy, but with only 320x480 resolution, like and iphone standard app on the ipad, and the image is trunked, just part of the image is shown.
Do I need to apply to the target the "Upgrade current target to ipad" on xcode project option menu?
I am just trying to deploy on my new ipad 3g.
I did select idevice settings too: ipad, landscape full, etc. adjust the camera, etc.
When I did run the game it run at ipad resolution on my mac.
I did re-select all the frameworks libs agains to sdk 3.2 files platform.
Put the target iphone device 3.2, GCC 4.2, arm6 y 7, etc.
The app compile and deploy, but with only 320x480 resolution, like and iphone standard app on the ipad, and the image is trunked, just part of the image is shown.
Do I need to apply to the target the "Upgrade current target to ipad" on xcode project option menu?
About the author
10+ years IT Consultant, please see http://carlos.varela.com http://www.idealius.com/blog
Recent Threads
#3
06/10/2010 (6:53 am)
ITGB 1.4 beta 2
#4
06/10/2010 (7:35 am)
@Carlos - Yes, you need to upgrade the current target for iPad.
#5
I did changed "EVERYTHING" what I saw from the code and scripts, etc., ex.: 480 to 1024, etc. ; )p
But, later I found a thread talking about that, but to late, I did change everything into The new resolutions target.
I have been working with the UIiPhoneExample, the startup screen is zoomed, I will change it later and only to say that when the ship collide the options actor button, when return from the options windows, the ship return more down than before, with some part outside of the screen at the bottom of the screen.
Apparently everything is working find.
Any good recommendations to work without script at the moment? I need to port an all ready project into iTGB but no much time to Lern torque script from zero. I did saw a resourse TSSK or SSK that maybe help. Have you test it?
I own PSK, KSK and ASK, but no time to lern and the time for iPad games is critical.
Thanks for all.
06/10/2010 (9:08 am)
Thanks Mich! I did changed "EVERYTHING" what I saw from the code and scripts, etc., ex.: 480 to 1024, etc. ; )p
But, later I found a thread talking about that, but to late, I did change everything into The new resolutions target.
I have been working with the UIiPhoneExample, the startup screen is zoomed, I will change it later and only to say that when the ship collide the options actor button, when return from the options windows, the ship return more down than before, with some part outside of the screen at the bottom of the screen.
Apparently everything is working find.
Any good recommendations to work without script at the moment? I need to port an all ready project into iTGB but no much time to Lern torque script from zero. I did saw a resourse TSSK or SSK that maybe help. Have you test it?
I own PSK, KSK and ASK, but no time to lern and the time for iPad games is critical.
Thanks for all.
#6
If it isn't TGB but something else: "not much time" in this case will be the killing criteria. Without some significant background I doubt you stand a chance to get it in, ready, working fine within anything "close to now" unless the game is basically a simple one
Working with the source is defacto more to much more complex than working with scripting.
06/10/2010 (7:24 pm)
Is your current code TGB in source? if so just drop it in / merge it into the sources and it should basically work again aside of the adoption you need to do to enable physics for example.If it isn't TGB but something else: "not much time" in this case will be the killing criteria. Without some significant background I doubt you stand a chance to get it in, ready, working fine within anything "close to now" unless the game is basically a simple one
Working with the source is defacto more to much more complex than working with scripting.
#7
I need to start from zero, but no idea yet of Torque script.
06/12/2010 (4:42 am)
No, I don't have anything yet on TGB or iTGB yet, I have it on another platform : (I need to start from zero, but no idea yet of Torque script.
#8
And now the iPad have a much better performance and better memory management I think too.
06/12/2010 (4:47 am)
Really I did have many problem with iTGB until this new version on beta.And now the iPad have a much better performance and better memory management I think too.
#9
Is it possible to apply transparency over an object? Like when you put a kind of transparent gif, let say a circle as a hole over another actor and make an it subtract the part of the image on back of it, or I to need to deal with square tiles to do that?
Thnx!
06/12/2010 (4:54 am)
Is it possible to do pixel collition on iT2D?Is it possible to apply transparency over an object? Like when you put a kind of transparent gif, let say a circle as a hole over another actor and make an it subtract the part of the image on back of it, or I to need to deal with square tiles to do that?
Thnx!
#10
And no, you can't do masking with a second texture without implementing such a thing yourself.
if you want a part of a texture to be cut out, you must have that alpha information in the texture. I know that with TGB various people implemented that in the way that they wrote an "apply mask" function that transfered the alpha channel of the second texture into the first, allowing you to free the second one right away again.
I think you should first learn iTGB before even considering to port anything. Without indepth knowledge you stand little to no chances at all especially when its meant to run on the ipad where alpha is among the top things to think trice before using due to the high fillrate constraints
06/12/2010 (5:29 am)
There is no pixel collision in any torque, you only have polygon collision ( a requirement to do any physics at all)And no, you can't do masking with a second texture without implementing such a thing yourself.
if you want a part of a texture to be cut out, you must have that alpha information in the texture. I know that with TGB various people implemented that in the way that they wrote an "apply mask" function that transfered the alpha channel of the second texture into the first, allowing you to free the second one right away again.
I think you should first learn iTGB before even considering to port anything. Without indepth knowledge you stand little to no chances at all especially when its meant to run on the ipad where alpha is among the top things to think trice before using due to the high fillrate constraints
#11
Some voices on my mind: "READ, CODE, READ CODE....OMG!" ; )P
06/12/2010 (5:49 am)
thanks for all again!Some voices on my mind: "READ, CODE, READ CODE....OMG!" ; )P
#12
06/12/2010 (8:19 am)
I like "Read, Read Code, Code" better, but at least you have READ first =)
#13
06/12/2010 (8:21 am)
; )
#14
If someone has implemented pixel collision, can you let us know. I sure could use it in my app.
06/12/2010 (2:43 pm)
There is no pixel collision in torque. If someone has implemented pixel collision, can you let us know. I sure could use it in my app.
#15
The use of it is restricted, while the performance impact of it and the consequences on the file format is brutal (to use pixel collision you need pixels that stay correct -> PVR a significant problem, non pvr can be a significatn memory / performance problem, ...)
The only thing I'm aware of what people did is replace TGBs collision and physics with Box2D (there is a lengthy thread on the TGB boards and the corresponding module is on google code)
06/12/2010 (4:15 pm)
To my knowledge nobody did.The use of it is restricted, while the performance impact of it and the consequences on the file format is brutal (to use pixel collision you need pixels that stay correct -> PVR a significant problem, non pvr can be a significatn memory / performance problem, ...)
The only thing I'm aware of what people did is replace TGBs collision and physics with Box2D (there is a lengthy thread on the TGB boards and the corresponding module is on google code)
Torque Owner Carlos G. Varela
idealius.com/blog