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Re: New iphone engine

PostPosted: Mon Dec 19, 2011 7:49 am
by Nykos
I think it's good for me, seperate dat files.

Re: New iphone engine

PostPosted: Mon Dec 19, 2011 7:50 am
by akr
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.

Re: New iphone engine

PostPosted: Mon Dec 19, 2011 7:57 am
by Nykos
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 .

Re: New iphone engine

PostPosted: Mon Dec 19, 2011 8:53 am
by master0500
umm... is rotation and scaling going to be made as a variable or just a function?

Re: New iphone engine

PostPosted: Mon Dec 19, 2011 9:06 am
by akr
As function. Parsing new variables each frame consumes too much cpu power.

Re: New iphone engine

PostPosted: Sat Dec 24, 2011 9:54 pm
by Fojam
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?

Re: New iphone engine

PostPosted: Sat Dec 24, 2011 10:06 pm
by skydereign
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.

Re: New iphone engine

PostPosted: Mon Dec 26, 2011 10:52 pm
by HitoV
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?

Re: New iphone engine

PostPosted: Mon Dec 26, 2011 11:36 pm
by skydereign
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.

Re: New iphone engine

PostPosted: Tue Dec 27, 2011 3:20 am
by HitoV
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!

Re: New iphone engine

PostPosted: Thu Dec 29, 2011 3:03 am
by Fojam
man that would take forever, programming your whole game over again in a different resolution

Re: New iphone engine

PostPosted: Thu Dec 29, 2011 4:56 am
by skydereign
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.

Re: New iphone engine

PostPosted: Mon Jan 16, 2012 5:36 am
by Nykos
yoho everybody, Any news on this? When is it expected to be released?