New iphone engine

Game Editor comments and discussion.

What screen resolution are u looking for?

Poll ended at Thu Jan 12, 2012 6:49 am

Leave as it was, 480x320
4
29%
Go for Retina, 960x640
10
71%
I dont care
0
No votes
 
Total votes : 14

Re: New iphone engine

Postby Nykos » Mon Dec 19, 2011 7:49 am

I think it's good for me, seperate dat files.
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Re: New iphone engine

Postby akr » Mon Dec 19, 2011 7:50 am

The engines will be released independently. Support ge14 and ge15.

Master500: What feature are u interrested in?

The editor is likely to be released xmas through new year.
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Re: New iphone engine

Postby Nykos » Mon Dec 19, 2011 7:57 am

hum, could you explain a little more, i mean , the difference between support ge14, ge 15 and the editor?
If next version is 1.5, why have another 1.4. I'm sorry if it's a dumb question but i'm lost .
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Re: New iphone engine

Postby master0500 » Mon Dec 19, 2011 8:53 am

umm... is rotation and scaling going to be made as a variable or just a function?
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Re: New iphone engine

Postby akr » Mon Dec 19, 2011 9:06 am

As function. Parsing new variables each frame consumes too much cpu power.
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Re: New iphone engine

Postby Fojam » Sat Dec 24, 2011 9:54 pm

wait so when we write the code, will we make it in 960x640 and it will automatically create another dat file with all the animations scaled down?
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Re: New iphone engine

Postby skydereign » Sat Dec 24, 2011 10:06 pm

Currently no. Since gE doesn't support a point system (so instead of pixel system) we can't just scale images down. Otherwise we could use the scaling down during the game, and only have one file. As I understand it now, we have to create two dat files with essentially two games. You can set up a point system and do the scaling yourself to make it easier though.
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Re: New iphone engine

Postby HitoV » Mon Dec 26, 2011 10:52 pm

Merry late Christmas guys! :D This is exciting but I have a few questions.

#1
How will retina performance be? I have a hard enough time trying to get a solid 30fps out of my shooter game now. I can only imagine it would be worse with retina.

#2
Paths: Would it by any chance have a way to "upscale" the size of the path?
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Re: New iphone engine

Postby skydereign » Mon Dec 26, 2011 11:36 pm

What device have you been testing your game on? Potentially the retina supporting devices are better performance wise. And for paths, there are ticket requests for better path support, but currently either you have to write your own, or not have paths. Also, with the new gE versions, performance should be increased anyways.
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Re: New iphone engine

Postby HitoV » Tue Dec 27, 2011 3:20 am

Ahh good stuff! I am testing on an iPod touch 4th gen. I really do not know much so I could be wrong (and probably am) but wouldn't the increased resolution really impact performance since it is not ran through the gpu?

I wrote my own path code already that works when re-sizing but the problem is inputting the numbers for the path. I would really need to find a way to record paths without having to just type numbers over and over. (I'll make a separate thread for ideas I have since this isn't the place for it!)

Either way I am super excited to see the new version! Thanks for all your hard work akr and thanks for the speedy reply sky!
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Re: New iphone engine

Postby Fojam » Thu Dec 29, 2011 3:03 am

man that would take forever, programming your whole game over again in a different resolution
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Re: New iphone engine

Postby skydereign » Thu Dec 29, 2011 4:56 am

If you made your game with portability in mind then it would be pretty easy. But if you didn't and had a lot of constants in your scripts, you would have problems. Generally it is a good idea to avoid programming like that. You could set it up where when you make the game, all you need to do is change a single variable to port from retina to standard.
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Re: New iphone engine

Postby Nykos » Mon Jan 16, 2012 5:36 am

yoho everybody, Any news on this? When is it expected to be released?
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