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Messages - Dan Peach

Pages: 1 ... 4 5 [6] 7
76
WME Lite / Re: iPad 3
« on: April 18, 2012, 04:43:34 PM »
As I understand it (I'm still new to all this Mac/iOS stuff), if you want to create a universal iOS app you can do one of two things. You can either create the game with the highest possible resolution and then WME will downscale it on smaller screens, or you can create multiple packages, one for each device, and include them all in the app, and WME Lite will choose the package it needs depending on what device it's running on.

There seems to be advantages and disadvantages to both though. If you create one set of hi-res graphics for the iPad, then the aspect ratio for the iPhone will be slightly wrong, giving you some black bars at the side, as the iPad is 4:3 and the iPhone isn't. But, it means you only need one set of graphics. If you use multiple packages then you need to include all of them in the app which will create a larger app to download, but you can use the correct aspect ratio for each device.

That's as I understand it so far.  :)

Presumabely with the texture size, you can simpy have two 1024 textures, and then put them side by side in the scene layer to create a 2048 scene. Not sure about that as I've not got into that yet.  :)

77
WME Lite / Re: Issues in xcode
« on: April 18, 2012, 04:30:28 PM »
Thanks man.  :)

Liking JULIA Untold by the way - very addictive. I've had to just turn it off for today. I was getting nothing done.  :P

78
WME Lite / Issues in xcode
« on: April 16, 2012, 02:58:11 PM »
Ok, so I've managed to obtain the "sources" by connecting to the svn repository using Xcode's...repository connector?  ;)

I've downloaded the dependencies and put them in the "dep" folder. I'ce added my "data.dcp" file to the "wmelite" folder.

I've double clicked the project file to open it in Xcode. So far so good.

When I run the project on the iPhone/iPad simulator I get 129 "issue" reported. One issue is with the "wmelite project" telling me to "validate project settings - update to recommended settings".

The other 128 issues are to do with the source files I think and they all say:

Deprecated conversion from string constant to '*'
Deprecated conversion from string constant to 'char*'
Unused variable 'Some variable'
LLVM GCC 4.2 Warning - Comparison is always false due to limited range of data type
Format '*' expects type '*' but argument has type '*'
Format '%x' expects type 'unsigned int' but argument 3 has type 'crc'

.....and variations on those same issues.  :)

It then says the build is successful and runs it in the simulator seemingly ok.

So, am I supposed to worry about these issues...?

79
WME Lite / Re: Compiling for iOS
« on: April 15, 2012, 03:38:05 PM »
Thanks.  :)

Which is the "source" download in that list? In the WME Lite documentation it says I should get the sources from the SVN repository, but I don't know how to do that.

And then, once I have these sources, what do I do with them?

I'm porting my current game from Windows to iOS just as a test, so I've changed all my WME scripts to take into account the iOS touchscreen, removed the video files, removed the rotating sprites etc., so I'm all ready to compile, but I don't know where to start with that as I've never used a Mac or Xcode before in my life. :)

80
WME Lite / Compiling for iOS
« on: April 13, 2012, 11:58:03 PM »
Ok, so I have my Mac and I have my xcode.....I don't understand what to do now. I'm starting right at the bottom with this iOS development, having not used a Mac ever before today.  :(

I'm supposed to download the "sources", but where exactly can I find those? And once I have downloaded them, what do I do with them? And what are the "dependencies"...?

A little nudge in the right direction to get me on my way would be most helpful.  :)

81
WME Lite / Volume settings
« on: April 13, 2012, 09:36:41 PM »
Hellooooo,

Just wondering about volume settings in WME Lite....

As I understand it normally the master volume levels are stored in the Windows registry. Where are the values stored in WME Lite? And how do I set and save the various volume settings?

Thanks.  :)

82
WME Lite / Re: Patches/Updates
« on: March 23, 2012, 10:02:18 PM »
Thanks.  :)

83
WME Lite / Patches/Updates
« on: March 23, 2012, 09:46:24 PM »
Sorry - I should have put all these questions in one thread I guess. But they just keep coming to me.  :)

How does the update/patch system work with Apple? I really love the package system of WME - makes updates so simple - can you just submit a new package (like with the PC version) that the device will automatically download? Or does the entire compiled application need to be resubmitted and downloaded again?

Thanks again.  :)

84
WME Lite / Re: Editors
« on: March 23, 2012, 09:40:50 PM »
Thanks Mnemonic. I think I can do that.  :)

85
WME Lite / Editors
« on: March 23, 2012, 09:27:50 PM »
Hi again,

Just wondering about editors, and how they work with the iPad/iPhone. Can they be used? Does the onscreen QWERTY keyboard pop up over the game screen to allow you to enter text? Or.....?

Thanks.  :)

86
WME Lite / Re: iPad 3
« on: March 22, 2012, 09:42:45 PM »
Cool. Thanks guys.  :)

87
WME Lite / iPad 3
« on: March 22, 2012, 08:20:54 PM »
Hi,

My game runs at 1024x768 - the iPad3 resolution is double that, so I'm just wondering if anyone knows how the iPad3 would display it? Would it display it fullscreen, or effectively in a box in the middle of the screen?

Thanks.  :)

88
Game announcements / Re: The Kite (Released 2012)
« on: February 19, 2012, 11:13:19 AM »
I really liked this game too. I think it looks great. Would love to play a full game in this style.  :)

89
Game announcements / Re: Corrosion: Cold Winter Waiting released
« on: February 19, 2012, 11:11:50 AM »
Wow, it took a while ;) Congratulations, Dan!

Thanks man  :) Hehe, yeah it took a while, but I got there in the end.  :D

90
Game announcements / Re: Corrosion: Cold Winter Waiting released
« on: February 18, 2012, 02:29:39 PM »
Yes, I somehow imagined that. As a developer myself I know well that usually the publishers and digital stores are the ones who take those decitions. (The last "Carol Reed" game for sale on the JA store uses that same Gameshield protection.)

I didn't mean my last post to sound flippant regarding the various "protection" schemes - rather, I meant that I don't consider I have a choice in the matter at the end of the day - they're gonna use what they're gonna use - I think the only method that never causes any issues is totally DRM free downloads, but the vendors, understandably, don't like this.

Well that's sad to hear.  :'(  Well, in that case looking forward for your next project...

Thanks man.  :) I would like to make Restless, cos I do like 3rd person games, and I think it was a good story - I can handle the backgrounds, as I think doing 3rd person backgrounds might be easier than 1st person since you do them from a specific angle, but I just can't do character modelling and animation myself, so I'll have to wait until I can afford to pay someone else. I like 1st person as well though, so my next game will be another 1st person slideshow.

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