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Re: iPhone Port

Posted:
Wed Sep 30, 2009 4:55 pm
by makslane
There are no developers working on this port now.
I hope get someone to make the port.
Re: iPhone Port

Posted:
Thu Oct 22, 2009 5:52 pm
by j2graves
if GE gets an iphone port, I am certain GE will get more attention!
Re: iPhone Port

Posted:
Fri Dec 04, 2009 7:41 pm
by superman123
its another way to have people make ipod apps with a computer other than a mac

Re: iPhone Port

Posted:
Thu Dec 24, 2009 11:06 am
by j2graves
I just thought of something; if GE is going to get an iphone port, then it would probably be best that GE be able to support MP3s for music and sounds.
Re: iPhone Port

Posted:
Wed Dec 30, 2009 7:05 pm
by Gaga
Hello
To sell a game for Iphone is a different thing as to port a game with GE. I would expect everyone who likes to export a game for Iphone has to register at apple to upload it to an iphone or only to the store
Re: iPhone Port

Posted:
Wed Feb 24, 2010 4:15 pm
by Kalladdolf
I have another question as to this iPhone port: Would it be developed legally with the iPhone SDK so games could also be sold on the AppStore and not only on jailbroke iPhones? Because that seems rather difficult to accomplish. I mean, there aren't many developers who have managed that yet.
Re: iPhone Port

Posted:
Wed Feb 24, 2010 7:40 pm
by makslane
The iPhone port must be developed to meet the requirements of the AppStore.
Re: iPhone Port

Posted:
Fri Feb 26, 2010 9:04 pm
by Kalladdolf
Well, I haven't really gone much into this website, but it looked quite decent, maybe you'll find someone there?
http://www.iphoneappquotes.com/
Re: iPhone Port

Posted:
Thu Mar 11, 2010 7:43 am
by akr
I decided to continue answering questions related to this topic here.
So, yes. After 3 hard weeks of coding the iphone prototype is working.
1945 is running at full speed on an iphone 3GS. This is real fun. Now folks
its time to consider to buy an iphone.
Furthermore all executable which are produced will also work on ipdad.
Requirements
-iphone 3G(s)
-recommended: iphone 3GS.
Features:
-Full Opengles support. Makes full use of iphones fast graphics acceleration engine.
-Landscape mode. SDL13 doesnt support yet. So have designed a patch with opengles and mouse coord transformation.
-WAV files so far. All games using wav files will work. No midi.
-Close to PC performance with full Xcode optimisation.
-ipad support
-engine only
ToDos:
-More music. Currently wav is working. More music engines to come.
-Accelerometer support. Will allow to do cool marble games.
-Compas support. Suggested by maks. At the moment cannot imagine what kind of games we could make with. Any ideas?
-Appstore submission tests. Its not clear yet if those apps will be accepted by apple appstore without issues.
-Code integration into master codebase
I also consider a apple snow leopard port of the total project.
Cheers
andreas
Re: iPhone Port

Posted:
Thu Mar 11, 2010 9:01 am
by skydereign
Impressive, another thing you might want to add is multi touch support as it is not supported in gameEditor, unless you got the port to identify the clicks already.
Re: iPhone Port

Posted:
Thu Mar 11, 2010 10:20 am
by akr
Current iPhone port supports touches. Multitouches not supported yet. Wonder if this is important in games...
Re: iPhone Port

Posted:
Thu Mar 11, 2010 4:16 pm
by makslane
akr wrote:Furthermore all executable which are produced will also work on ipdad.
Just great

WAV files so far. All games using wav files will work.
Are you using the standard SDL play functions? SDL uses an audio buffer. So using it will allow any sound works (ogg and MOD music too).
-Close to PC performance with full Xcode optimisation.
-ipad support
-engine only

More music. Currently wav is working. More music engines to come.
Ok
Accelerometer support. Will allow to do cool marble games.
Will works very well. The user can just call the function on the 'Draw Actor' event and decide what want to do.
Compas support. Suggested by maks. At the moment cannot imagine what kind of games we could make with. Any ideas?
Someone will think about

Appstore submission tests. Its not clear yet if those apps will be accepted by apple appstore without issues.
IS is a very important step.
I also consider a apple snow leopard port of the total project.
Great

Re: iPhone Port

Posted:
Thu Mar 11, 2010 4:18 pm
by makslane
akr wrote:Current iPhone port supports touches. Multitouches not supported yet. Wonder if this is important in games...
Music games (like Drums Challenge)

Re: iPhone Port

Posted:
Thu Mar 11, 2010 4:34 pm
by Kalladdolf
First off, my respect for your awesome work on the iPhone port. This really gets my hopes up again.
Cheers, mate.
But as for the multitouch, you betcha it's gonna be important, since the iPhone has no buttons.
How, for instance, would you wanna control a simple Jump'n'run game like Super Mario? Most of the iPhone games have on-screen-controls.
And they couldn't do without the multitouch feature.
Requirements: iPhone 3G(S)? I have an iPod 2G. Maybe if we could work something out, I could test your engine sometime. Would be nice to find out if it also worked on slower devices.
Re: iPhone Port

Posted:
Thu Mar 11, 2010 6:40 pm
by akr
I played 1945, jewel case, checkers, space invaders.... and some more on the 3GS so far. Dont see any issue.