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Messages - Dark Schneider

The new iPhone 5 has a resolution of 640x1136  :blink:

We know that each new SDK ALWAYS shows the screen at its native resolution (no auto-zoom), so what is going to happen? How can Retina graphics be used for that reslution? We know if we don't use integer zooms (x2, x3) we have bad stretching  :blink:

It seems Apple likes to tease developers  :rant:
If you use the latest Xcode and want that your app works on 3.x devices, you should read and (ignore de comment).

So you have to set manually the armv6 in architectures (project settings) and add '-weak_library /usr/lib/libSystem.B.dylib' to Build Settings->Linking->Other Link Flags.

The problem is that it doesn't warn you at compile time, it compiles fine (so happily), but is in runtime when it crashes. So be careful.
Quote from: DaCarSoft on 2012-Jun-20
Quote from: Kitty Hello on 2012-Jun-19
DaCarSoft - did you test the iPad3 screen resolution settings as well? Oh genius!!

Yes!!! I was testing it by entering the retina resolutions by hand in the text box, to force the 2048x1536 resolution...

I have tested the 1024x768 resolution also under iPad 3, and it works fine, without blur effects or antialias...  It looks just like under iPad 2 or 1, like I told before...

I think that I told you in one of my emails sent to you :P

Only for be sure, you are talking about the new GLBASIC 11, right?, not modifying the project properties in XCode or something else.
OK thanks for quick response, I think I will make a general implementation for auto-adjust, best for future devices.

Can we disable filtering?, because for a 2X (integer zoom) we have no blurry image, only upscaled, but it will look exactly like on the iPad no Retina one  ;)

Maybe using OpenGL calls again, which filter GLB uses?, I need to know for later restore it.
Hi, I am very interested about this and if there is a way an universal app to show 2X on iPad Retina or we need to handle it manually.
This can be easily handled using OpenGL calls (the same than for rotating the screen) but if XCode do it by its own, it is not good to apply 2X twice, you know.

So someone has tested what happens using the lastest GLB and XCode (4.3) with the project confgured as 1024x768?
Quote from: tatakamucher on 2012-Jan-12
I downloaded the last files from the post and don work  :blink:

A video with the error

What version of iPhone do you have?, maybe if is an iPhone 4 has the same problem than the iPad. Try with achievements instead leaderboards. As I said it has a problem of input focus loss on iPad with leaderboads, and maybe with the lastest iPhones is the same.

But is rare because running it on an iPad, but compiling in iPhone mode, works fine.

To solve, try diferent things (combinations) in leaderboardViewControllerDidFinish() function, lines:

[self.gcViewController dismissModalViewControllerAnimated:YES];
change YES to NO

[self.gcViewController.view.superview removeFromSuperview];
No much idea about the changes here, but is the other line that handles the leaderboard controller remove from view.
maybe can try:
[self.gcViewController.view removeFromSuperview];
without the last ".superview".
if we look at the achievementViewControllerDidFinish() function, it has two ways depending on device, but I think I tested it for leaderboards but it didn't work (not sure).

Try posible combinations until it works, if it works. And if you find the solution remember to post it here for everyone.

There are really many problems with leaderboards tables on 3rd party libraries, like GLBasic, Cocos2D, and others.
Quote from: tatakamucher on 2012-Jan-12
Hi again  :|  :P, i tested with ipod ios 5.0.1 and works fine one time, example: you show leaderboards one time and works fine  :enc:, close leaderboards and try to open again and dont works, if you press home button and hide the game and show again the game the gc works again one time, i was think i have some wrong in mi code but i tried your file and have the same result.

The same problem is when you show the achievements.  :x

Ops, I forgot to mention, use the "show" functions when "lift up" the finger, and not when touch the screen. If not the input focus is lost by the app.

See that in the attached test project "GCTest" I use the InputCheckPressedUp() function, that checks if you "lift up" the finger from screen. "readme" updated with that info.

QuoteI used your iOSAuxFunc for my game
And that remembers me that I not included the GLBasic wrapper to use them, now is included  ;/

And REMEMBER EVERYONE, showLeaderboard() can't be used on iPad, I don't know why on iPad the focus is always lost.
I think really there is no need, garbage collector is not available on iOS, and there is no need to destroy the objects, at least in this case.

We create the objetcs in the initialization, use them, and when we exit the App the iOS frees al the memory used by that App.

Other case is if you want to have Objective-C objects to create and destroy in real time, but thanks anyway.
I have updated the attached file in the first post, I don't think anything is missing. Copied from the Rapids Rider last update folder project, so is the lastest version.

What can be outdated is the GLB project "GCTest" included, it has not been modified since much time ago, but I think the functions names have not changed so it probably can work fine.

But you can take a look to the source code itself, it has been written reasonably clear IMO. Another point is that can be useful as "tutorial" of "how to include Objective-C in GLBasic", because is very simple:
- Create what you want in Objective C, use all you want like classes, etc.
- Create a wrapper, a "C" file (".m") with "C" functions that are what GLBasic can IMPORT, and do all the work with this "C" functions with the Objective-C code.

i.e. see how I use a class for GC, and simply using the "GameCenterWrapperFunctions.m" we can here create, initialize and work with any Objective-C class.
Leaderboards and achievements, both working fine.
I have been absent some time, sorry.

When I have some time I will organize the code in its current state (the one used in Rapids Rider) and post it.

I left the topic because I asked for testers but passed much time with no results, and when I released the game it has no testers yet so I left the topic.

The current state is the last mentioned, all reports works but there are no leaderboards show on iPad, and the Game Center app must be used.
OK, I am waiting for an update approval, once is OK I will try again.
I am using XCode 3.2.6 + iOS SDK 4.3 in Snow Leopard, iPod Touch 1G with iOS 3.1.3 NO jailbreak.

The same project compiled with GLBasic 10.057 and runs fine.

Maybe a problem with iOS previous to iOS4, or can be because architecture and doesn't work on armv6?.
I always have an error result 'EXC_BAD_ACCESS' and it doesn't launch, I thought it could be because the complexity of the project I was compiling, but I tested using a basic test project (attached) and the same result. Using the same project compiled with an older GLBasic version and runs fine.

here is the console output:
Code (glbasic) Select

[Session started at 2011-10-19 17:59:34 +0200.]
GNU gdb 6.3.50-20050815 (Apple version gdb-1516) (Fri Feb 11 06:19:43 UTC 2011)
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys000
Loading program into debuggerÉ
Program loaded.
target remote-mobile /tmp/.XcodeGDBRemote-2629-32
Switching to remote-macosx protocol
mem 0x1000 0x3fffffff cache
mem 0x40000000 0xffffffff none
mem 0x00000000 0x0fff none
[Switching to thread 11779]
[Switching to thread 11779]
sharedlibrary apply-load-rules all
Program received signal:  'EXC_BAD_ACCESS'.

[attachment deleted by admin]
Rapids Rider

iTunes link:


Play as "Nick Trouble", an audacious troublemaker that laughs of the danger...when he can. Jump into his canoe and throw yourself through the most challenging rapids in various locations, from a lush forest to the most inhospitable places in the Arctic.

Go across strong water currents, avoid rocks and swirls, evade landslides and do not be devoured by crocodiles. These waters are really dangerous!

Try to beat the challenges getting all the achievements and compete for the best score worldwide thanks to its complete Game Center support. Fun is guaranteed!

* 24 levels distributed in 3 different locations.
* 2 game modes.
* Fantastic graphics cartoon style.
* Unlockable extras.
* Game Center support, with achievements and leaderboards.
* Retina and HD support.

Who's afraid?

Check out the trailer video at the official website

Official game trailer HD video:


Official website:

Facebook page: