Portrait vs landscape
by Bryan Duke · in iTorque 2D · 10/13/2008 (10:24 pm) · 29 replies
I haven't finished chasing this one down, but as a "teaser," here's the other interesting thing I found today with 1.0.1. I created a new project at 480x320. Everything looks fine when run under iTGB (except the physics stuff I mentioned in a previous thread). When installed on the iPhone Simulator or actual iPhone, I get a screen that looks like the image below. The game "play area" isn't aligned with the screen & there's a bias in what's reported from the touches.
http://www.acceleroto.com/temp/iTGB_landscape_hmm.png
Again, I haven't finished trying to figure out if this is my error or something else. If anyone else has seen this & can kick me in the right direction, that'd be great. I'll continue to look at this tomorrow.
On yet another note, it looks like iTGB downsampled the colors in my png files. Hmmm.
Thanks everyone.
http://www.acceleroto.com/temp/iTGB_landscape_hmm.png
Again, I haven't finished trying to figure out if this is my error or something else. If anyone else has seen this & can kick me in the right direction, that'd be great. I'll continue to look at this tomorrow.
On yet another note, it looks like iTGB downsampled the colors in my png files. Hmmm.
Thanks everyone.
About the author
#22
Im not sure what to do now as I cant start my project again :S
10/17/2008 (12:43 pm)
Hmm, good and bad ;) That commonConfig still doesnt work in my game but if I create a fresh instance of iTGB, create a new project and use it in that, it works..Im not sure what to do now as I cant start my project again :S
#23
Comparing my defaultPrefs.cs from my game and a clean project I noticed my game was missing the below:
//platform
if( $platform $= "iphone" ) {
$pref::iPhone::StatusBarType = "BlackTranslucent";
$pref::iPhone::StatusBarHidden = true;
$pref::iPhone::ScreenOrientation = "Landscape";
$pref::iPhone::ScreenUpsideDown = false;
$pref::iPhone::ScreenAutoRotate = true;
$pref::iPhone::UsesNetwork = false;
$iPhoneControls = "Touch";
}
I copied that across and it worked first time!
Thanks a lot for your help :)
10/17/2008 (1:26 pm)
Wahoo ive sorted it! :DComparing my defaultPrefs.cs from my game and a clean project I noticed my game was missing the below:
//platform
if( $platform $= "iphone" ) {
$pref::iPhone::StatusBarType = "BlackTranslucent";
$pref::iPhone::StatusBarHidden = true;
$pref::iPhone::ScreenOrientation = "Landscape";
$pref::iPhone::ScreenUpsideDown = false;
$pref::iPhone::ScreenAutoRotate = true;
$pref::iPhone::UsesNetwork = false;
$iPhoneControls = "Touch";
}
I copied that across and it worked first time!
Thanks a lot for your help :)
#24
10/17/2008 (1:32 pm)
Nice!
#25
But, you guys did a great job of tracking down the necessary changes. Nice work! =)
edit - I'll make sure this info makes it into the docs and swing some credit your way
10/17/2008 (2:01 pm)
Fellow developers. Do not think ill of me, but this is one of those rare times where I knew the answer to an issue but held back for a few days to see if anyone figured it out. I was going to respond at the end of the night, in case anyone wanted to work over the weekend.But, you guys did a great job of tracking down the necessary changes. Nice work! =)
edit - I'll make sure this info makes it into the docs and swing some credit your way
#26
Many of us are working to tight schedules and are spending a lot of money on every day of development. A delay in the release of information costs us money. A delay of a couple of days in the release of support information like this could mean the difference between getting a game up on iTunes before Christmas or after Christmas, with an obvious impact on sales.
I understand the reward of solving a problem ourselves, but the cost of the lost time is greater.
I appreciate the work you're doing Michael, the docs have been very useful so far, but I'd encourage you to release documentation and support as soon as it's available. Documentation does not have to pass strict QA like code does, you can release it as soon as it's done.
10/17/2008 (7:17 pm)
I have to say I'm thinking ill of you :-)Many of us are working to tight schedules and are spending a lot of money on every day of development. A delay in the release of information costs us money. A delay of a couple of days in the release of support information like this could mean the difference between getting a game up on iTunes before Christmas or after Christmas, with an obvious impact on sales.
I understand the reward of solving a problem ourselves, but the cost of the lost time is greater.
I appreciate the work you're doing Michael, the docs have been very useful so far, but I'd encourage you to release documentation and support as soon as it's available. Documentation does not have to pass strict QA like code does, you can release it as soon as it's done.
#27
10/17/2008 (7:31 pm)
Heard loud and clear Conor.
#28
Onward!
10/18/2008 (3:28 am)
I can find it my heart to let you off Michael :D It gives me a warm feeling inside figuring out these problems ;)Onward!
#29
10/18/2008 (5:31 pm)
@Patrick- Your link above doesn't go to the xml file anymore...any chance you'd put it back up or email it my way?
Torque Owner Patrick Swinnea