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Re: iPhone Port

Posted:
Thu Mar 11, 2010 7:17 pm
by Kalladdolf
But you used the accelerometer for movement control, right?
And the other puzzle games are point'n'click.
Like, currently I'm making t35tbot mainly for the iPhone (I'm already using the appropriate resolution, but that's not important).
I have onscreen controls. Check out Archibald's Adventure on the AppStore. You'll know what I mean.
If you need a more popular example, there's the best graphics game on the App Store: N.O.V.A, a halo clone. It also uses an onscreen joystick with a couple of buttons you have to press/use simoultaneously.
Re: iPhone Port

Posted:
Thu Mar 11, 2010 7:33 pm
by akr
Touches are supported. Accelerometer is on the todo list and not supported yet. Multitouch means multi-finger-touch,
eg with 2 or 3 fingers the same time. This will not be supported.
On screen controls are no problem at all.
Re: iPhone Port

Posted:
Thu Mar 11, 2010 7:38 pm
by makslane
I think the Multitouch can be an evolution of the iPhone port.
What I´m thinking is to make the Mouse (tap, touch, ...) Down and Up events without specify the left, middle or right click.
When you receive the down or up event, you can use an funtion (getTouch()) to get the touch index (1, 2, 3, 4, 5...)
This will be generic, so if the device is a mouse, not a multitouch screen, you can get the index of the mouse button (for example.: 1=left, 2 = middle, 3=right)
Re: iPhone Port

Posted:
Thu Mar 11, 2010 7:54 pm
by akr
Maks, I want to follow your thoughts. If you know a game in appstore which uses that sophisticated controls lemme know
and I will have a look. My newest jump-and-run on iphone is great-giana-sisters. This uses simple left-right-jump onscreen controls. I thought as simple the control as better.
Andreas
Re: iPhone Port

Posted:
Thu Mar 11, 2010 7:56 pm
by akr
Btw I am currently in the profiler. While running jewelcase I noticed the performance to go down when having > 100 sprites on the screen.
Re: iPhone Port

Posted:
Thu Mar 11, 2010 8:57 pm
by Kalladdolf
Sorry, but I think there's a misunderstanding.
For many onscreen controls, multitouch (being able to control more than one onscreen control at a time; take gameboy controls for example), multitouch IS essential.

I hope this image clarifies it.
Re: iPhone Port

Posted:
Thu Mar 11, 2010 10:17 pm
by skydereign
Yeah, almost any game aside from turnbased/puzzle games need multitouch, and actually many of these games need them, and right now it is not supported. In games you would not be able to do anything fluidly, though there are some tricks to fake smooth movement.
Re: iPhone Port

Posted:
Thu Mar 11, 2010 11:47 pm
by makslane
I know multitouch is important. But more important now is we have a port of the current engine.
Re: iPhone Port

Posted:
Fri Mar 12, 2010 7:04 am
by Kalladdolf
Yea, I'm already grateful to you guys for doing this at all. This is really cool, and I hope that the multitouch can be somehow integrated (I speak in layman's terms, as I have absolutely no idea what it takes to include such a feature) in the future.
Re: iPhone Port

Posted:
Fri Mar 12, 2010 7:39 am
by akr
Ok. Got it! Is a good point. Will do a testcase with two actors dragging around the same time on the iphone screen and let you know if this works.
Re: iPhone Port

Posted:
Fri Mar 12, 2010 1:21 pm
by makslane
This is a good test: use two (each with your own Mouse Down event) and see if the event happens in the other actor when the first already received the a touch (Mouse Down event)
Re: iPhone Port

Posted:
Fri Mar 12, 2010 3:07 pm
by Chai
Wow, it sounds great.
Right now, I work on an engine called GameSalad.
Frankly, Game-Editor is far better beyond than GameSalad.
The code in Gamesalad is very bad. Always get a mistake when porting to Iphone.
So, if Game-Editor can do Iphone port.
I would like to support or buy your new engine too.
Hopefully, this dream is coming soon.
Re: iPhone Port

Posted:
Fri Mar 12, 2010 4:54 pm
by akr
Hi Chai, I suppose you are doing game development with game salad. Or are you a game salad engine developer?
Re: iPhone Port

Posted:
Fri Mar 12, 2010 5:04 pm
by Chai
Dear AK,
I used to use a game-editor for developing my game.
viewtopic.php?f=4&t=7444Then, I also try to use a GameSalad for developing my game as well.
Re: iPhone Port

Posted:
Fri Mar 12, 2010 5:07 pm
by akr
Chai, wow. That looks really cool. Lets bring this to the iphone appstore real quick. This market will grow double digit
in the next 3 years.