Game Development Community

Support for the new iPhone 5 + 5th gen iPod Touch

by Scott Wilson-Billing · in iTorque 2D · 09/12/2012 (12:30 pm) · 28 replies

Anyone any thoughts on how we might implement in iT2D?
Page«First 1 2 Next»
#21
10/29/2012 (10:39 pm)
@Joe - Since we are probably using different engine version I'll just give you some points on where to check:

1. Make sure your game resolution is set to 1136x640 in iTGB Editor (in common.config.xml. not sure if applies to 1.5)
2. Create a splash screen of 640x1136 and call it Default-568h@2x.png and set this in xcode.
3. Set resolution to 1136x640 in iPhoneOGLVideo.mm and platformGL.h

Note, I am not running any universal settings so its easier for me to do.
#22
10/30/2012 (5:44 am)
Thanks Johnny. I got it figured out. It wasn't necessary to set the resolution in platformGL.h because my app is universal.
#23
10/30/2012 (10:41 am)
@Johnny

Thanks Johnny I'll try it.
#24
11/30/2012 (2:01 pm)
Okay, so it seems I was setting up the screen resolution wrongly somehow and that was causing the slow down.
Thanks for everyones help.

*oops wrong forum...please delete moderator*
#25
01/02/2013 (8:08 am)
Just chiming in to say the legacy update that addresses iPhone 5 support is nearly finished. Regardless, I will likely be rewriting most of this in the T2D MIT repository. Such an awful mess. The iOS platform is going to get the same sweep our OS X platform just got.

Problems to solve:
* Utter lack of organization. Misnamed functions and source files. Functions in the wrong source files. Code being called in the wrong functions
* Too many dependencies on script variables, not to mention to many script variables
* Desktop concepts being hard coded into the iOS platform

Now that the major OS X work is out of the way, I'm foaming at the mouth to fix the iOS layer completely. Once the legacy update is out of the way, this work is at the top of my priority list.
#26
01/02/2013 (4:05 pm)
Thanks Mich, I appreciate the work going into the legacy version so I can update some apps! MIT sounds great, can't wait.
#27
01/02/2013 (5:57 pm)
I know I get a warm fuzzy feeling every time I delete iPhoneOGLVideo.*
#28
03/28/2013 (8:51 am)
Please help! I'm looking for any kind of documentation as to how this was addressed in 1.6, so that I can use it. I'm sure Mich fixed it, but I can't figure out how to use it without some kind of docs. Please see:

http://www.garagegames.com/community/forums/viewthread/133607

When I build for the different aspect ratios, 1.6 seems to be just stretching my scene to fit. That must be wrong because that causes round objects to no longer be round, and things look really awful on iPhone 5!

ANY help would be appreciated.

BTW - I assumed the fix would be to create a "safe zone" in the editor that if your objects are within would show up on all resolutions/aspect ratios. At the very least I need to know how to detect the aspect ratio that I'm running on and if it's retina or not. The $platform variable now just returns "iOS" so none of the instructions for 1.5 seem to be right.

I'm really just a script guy, hoping I don't have to learn C, at least not to get my next two games out! Then I probably should...
Page«First 1 2 Next»