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    iOS Basline

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    Michael pw

    Posts : 202
    Join date : 2010-11-02

    iOS Basline

    Post  Michael pw on Fri Nov 05, 2010 2:24 pm

    Baseline speck out :S

    we need to remove all alpha affects and the display needs to be 480*320 :/
    it's cos someone else said it was 960*640 before as it was HD...

    i would read it.

    no point we listing it all here:

    http://wiki.yoyogames.com/index.php/IOS_Baseline_Spec#iOS


    Last edited by Twisted-Liquid on Sat Nov 06, 2010 9:55 am; edited 1 time in total (Reason for editing : (moved from F.U.C.K. it , Design))

    Twisted-Liquid

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    Join date : 2010-11-02

    Re: iOS Basline

    Post  Twisted-Liquid on Fri Nov 05, 2010 2:45 pm

    Excellent resource thanks MPW

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Michael pw on Fri Nov 05, 2010 2:52 pm

    right, im going to have to remove alpha, they also say it's best to not use any draw code.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Twisted-Liquid on Fri Nov 05, 2010 2:57 pm

    haha nex thing u know we can only make pacman

    Twisted-Liquid

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    Join date : 2010-11-02

    Re: iOS Basline

    Post  Twisted-Liquid on Fri Nov 05, 2010 3:27 pm

    AAAAAAAAAAAAAAAAAAAAAAAAAAHH!

    No support yet for swipes, or multiple touches. This will come in time

    did i miss something?

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Michael pw on Fri Nov 05, 2010 3:48 pm

    no this means defaultly, it says, the mouse is the first touch point. so a click drag and release will work.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Twisted-Liquid on Fri Nov 05, 2010 3:55 pm

    roger that i knew i missed something.

    Do NOT use add/set alphas to sprites at runtime...

    However I can use transparent images Wink

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Michael pw on Fri Nov 05, 2010 3:56 pm

    hopefully. this should work, maybe just the alpha changing doesn't work, unless we can use image_alpha for example.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Twisted-Liquid on Fri Nov 05, 2010 4:00 pm

    GM8 supports transparencies there is no need to use code. I will make images transparent as needed.

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Michael pw on Fri Nov 05, 2010 4:00 pm

    ok, but i was thinking more for the text effects...

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Michael pw on Fri Nov 05, 2010 4:15 pm

    "To use the Retina display properly, we need 2 separate game files. One for 480x320, and another for 960x640. You can't target just a retina display. First, there's not THAT many out there; it's growing, but there's far more iPods, 3G and 3GSs than iPhone 4s. This means we need to support BOTH and switch correctly. We have tested the tech for this, but aren't ready to make it live just yet. Soon... Very soon we hope because it does look awesome!"

    Twisted-Liquid

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    Join date : 2010-11-02

    Re: iOS Basline

    Post  Twisted-Liquid on Fri Nov 05, 2010 4:48 pm

    Yes i noticed that Im assuming we are going with the large scale and you can simply half size the viewport for the 480x320

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Michael pw on Fri Nov 05, 2010 5:53 pm

    yeh hopefully, the view port is already 480*320.

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: iOS Basline

    Post  Michael pw on Sat Nov 06, 2010 12:46 pm

    WE ARE SAVED; THEY HAVE UPDATED THE SPEC!!!!

    "You can draw a sprite with alpha i.e. using draw_sprite_ext() etc. You can't set the alpha into the BITMAP. The Sprite bitmap (and any alpha channel) is set at compile time, not at runtime. This is due to texture packing and (possible) texture compression. You can't change the alpha channel dynamically on a compressed texture."

    still not sure about text though...

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