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Messages - mykyl66

#16
ok, we've tested with code that ought to dynamically set resolution for the device it's running on, and, well, you can't. You can only run an app in the resolution the project is set to, regardless of what you setscreen to. which means that yes, you can deploy to ipad... and then deploy a seperate app for iphone 320x480, but you can't deploy a third app for retina display, because there's no compile option at that resolution. It seems setscreen really does nothing on an apple device... because of course the ideal (and really, only sensible) solution is to deploy a single app where you can set resolution in code.

What we really want is to detect what machine we are running on then set the resolution to that machines capabilities in code. That way no matter what machine whether an older low res iphone/ipod or a retina display iphone/ipod or whatever will display at the correct resolution.

Cheers

Mike R
#17
This is something we will be looking at. Seeing as all current generation ipods and the iphone now use this retina display. We will be experimenting to see what info we can grab from the machine running our test app. It is getting to the point where we need to know more than just iPod or iPhone when asking for platform info seeing as there are now multiple iPod/iPhone running screen resolutions. We do want to support all machines at their native resolutions.

Cheers

Mike R 
#18
Kitty,

Is that not how its supposed to work? iOS quits any app fully if the memory usage is getting too much for the machine. I think it checks for whatever is using the most memory first.

Mike
#19
I would try Gernot but I have not found any application that can unzip the backup files glbasic makes. I have tried winrar, winzip and the default stuff built into Windows xp. I always get an error so never rely on the backup system in GlBasic.

Trying something else now.

Edit: Right I re-downloaded the full version and reinstalled and that fixed it. No more errors. Thanks.

Cheers

Mike R
#20
I am on Snow leopard, and yes I am compiling for the correct version, Version 4 with deployment to 3.2. This is the same as with all my other recent test bits of code. This only happened since the newest update.

I have not changed the way I do my compiling of the xcode projects. Exactly the same as I have always done it. Just for some reason I am getting this error now.

Cheers for trying to help though.

Mike R
#21
It does appear to be working but other issues seem to have cropped up but we have heard nothing from Gernot yet.

Waiting.

Mike
#22
Hi,

I am trying to compile in xcode a simple test app saving and creating some files and then opening them on a new run of the app.

This is what the results in xcode are.

Any ideas as to what may be causing this? I have no idea what this battery thing is that is being called.

Cheers

Mike R

"_max", referenced from:


      _iPhoneBattery in libGLBasiciPhone-egl.a(iPhoneAppController.o)


  "_min", referenced from:


      _iPhoneBattery in libGLBasiciPhone-egl.a(iPhoneAppController.o)


ld: symbol(s) not found


collect2: ld returned 1 exit status


Ld build/iPhone.build/Release-iphoneos/iPhone.build/Objects-normal/armv6/character_creator normal armv6
cd /Users/mykyl/Desktop/XCode/GLBasic
setenv IPHONEOS_DEPLOYMENT_TARGET 3.0
setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.0.sdk -L/Users/mykyl/Desktop/XCode/GLBasic/build/Release-iphoneos -L/Users/mykyl/Desktop/XCode/GLBasic/Lib -F/Users/mykyl/Desktop/XCode/GLBasic/build/Release-iphoneos -filelist /Users/mykyl/Desktop/XCode/GLBasic/build/iPhone.build/Release-iphoneos/iPhone.build/Objects-normal/armv6/character_creator.LinkFileList -dead_strip -lstdc++ -miphoneos-version-min=3.0 -framework Foundation -framework UIKit -framework OpenGLES -framework QuartzCore -framework AudioToolbox -framework CoreLocation -framework OpenAL -lGLBasiciPhone-egl -lpng-gf -lPROGRAM -framework MediaPlayer -o /Users/mykyl/Desktop/XCode/GLBasic/build/iPhone.build/Release-iphoneos/iPhone.build/Objects-normal/armv6/character_creator

Undefined symbols:
  "_max", referenced from:
      _iPhoneBattery in libGLBasiciPhone-egl.a(iPhoneAppController.o)
  "_min", referenced from:
      _iPhoneBattery in libGLBasiciPhone-egl.a(iPhoneAppController.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status
#23
Looks promising running the above code.

The results of swapping between apps and single clicking the home button always pause the app which is good. I have posted the result here from the xcode debug console. Still to test it within our game but looking promising.

edit: Just tested it on one of our current pieces of code and YES it seems to be working fine.

Will post if any issues arise although as I said it seems fine at last.

-applicationDidBecomeActive    -> unpause
backing: 320 x 480
Init GFX
AudioStreamBasicDescription:  2 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved
Init Finalized
-applicationWillResignActive   -> pause
on pause
pause loop in showscreen
-applicationDidEnterBackground -> pause
-applicationWillEnterForeground-> do nothing
-applicationDidBecomeActive    -> unpause
on resume
pause ended
-applicationWillResignActive   -> pause
on pause
-applicationDidEnterBackground -> pause
pause loop in showscreen
-applicationWillEnterForeground-> do nothing
-applicationDidBecomeActive    -> unpause
on resume
pause ended
-applicationWillResignActive   -> pause
on pause
pause loop in showscreen
-applicationDidBecomeActive    -> unpause
on resume
pause ended
-applicationWillResignActive   -> pause
on pause
-applicationDidEnterBackground -> pause
pause loop in showscreen
Program received signal:  "SIGKILL".
(gdb)

Cheers

Mike R
#24
As Gernot said in another post he should have that fixed by next week. I think the main issue is Gernot has no access at the moment to a generation 3 ipod or 3ds minimum iphone (iPads are still on ios 3 so dont have fast task switching etc.) so its not that Gernot cant fix it, he just seems to be having difficulty tracking it down through a third party.

The main issue on multitasking machines is it never gets to do the glb on quit section as it crashes at that point. In other words try to close the app or put it into a fast task switching state it will crash out at that point. SO in answer to your query you cannot save on quit by relying on glb on quit or anything like that. For some games you can save progress as the player plays but on others where they might have been playing for an hour or so and get a call there is nothing you can currently do as most folks just hit the home button to get out and answer the call or whatever.

Cheers

Mike R
#25
Yes the settings are set correctly for ios 4. Yes we are using a multitasking machine for testing. No we cannot get it to work as described. Yes our customers want a simple way to resume, but right now we'd settle for our apps not crashing.

Cheers

Mike R
#26
As have I. Sounds pretty good so far.

Mike
#27
hi,

Currently been testing seedrnd and noticed on pc it works fine but on the iphone no matter what initial seed I give it it always returns the same number. I am using version 7 of glbasic as Im not comfortable using beta software for developing on.

Cheers

Mike R
#28
Make sure you actually copy the files needed into the xcode/glbasic/media directory. Glbasic doesnt move them itself. You have to manually do it yourself.

Cheers

Mike R
#29
I can see them possibly doing checks for specific sdk 4 stuff in the future. I say that as that seemed to be SJ's main gripe that they (Apple) update the sdk and it takes third party companies too long to implement them.

At the moment its not required for multitasking etc but who knows what they will state as required in your applications when 4 is actually released to the general public.

Its still making me nervous as they seem to have a habit of changing the game overnight.

Mike
#30
Not sure what this kungphoo thing is but in my dreams I see a huge advantage in seeing and doing final edits of my code directly in xcode without have windows grabbing ram and the back and forth of bits and pieces between os x and windows.

Maybe one day. Of course if the mac ide ends up being usable by the rest of us that would at least allow me to dump windows finally and fully.

Mike