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Main forum => GLBasic - en => Topic started by: mykyl66 on 2012-Mar-16

Title: Any known issues running current glbasic apps on ipad 3?
Post by: mykyl66 on 2012-Mar-16
Any known issues running current glbasic apps on ipad 3? I'm asking as other apps we have developed using Corona don't display correctly apparently. I doubt the glbasic apps will have any issues to be honest but its worth knowing and I don't have the benefit of owning an ipad3.

Cheers

Mike
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: MrTAToad on 2012-Mar-16
Trouble is, it's only just come out today, so we wont find out for a while.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Qube on 2012-Mar-16
I can happily confirm that GLB apps work 100% on my shiny new iPad 3 :nana:  (only tested my own, but no problems thus far)

Now, Gernot, can we have native retina res for the latest iPad pleeeeaaassseeeeee?
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: mykyl66 on 2012-Mar-16
Perfect. I don't foresee any real issues with our glbasic games either. Just wanted to check.

Thank you

Mike
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: spacefractal on 2012-Mar-16
its not detected by GETDESKTOPSIZE by default (and setting a 9999x9998 in options)? Elsewise its need to been "fixed", if not its a SDL limit (I hope not).

Howover its might take a week or two if something, and gernot cant update it before he get a new mac, but I remember its was not him that created iOS port (was it not Trucidare, that did that port)?
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: fuzzy70 on 2012-Mar-16
Out of curiosity, if you do not have a desktop monitor that is at least the iPad3 resolution is it a case of

Not having an iPad, or iPhone for that matter I am assuming the trips to a Mac & Xcode are only required for the Apple appstore part. If you do have to use xcode before you send it to the iPad that is some serious faffing about required  :D

Lee
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Ian Price on 2012-Mar-17
QuoteNot having an iPad, or iPhone for that matter I am assuming the trips to a Mac & Xcode are only required for the Apple appstore part. If you do have to use xcode before you send it to the iPad that is some serious faffing about required 

Unfortunately, serious faffing is indeed required. I can tell you that it's a right PITA :(

It's bad enough compiling for a device and then sending and testing straight from the pc (a la webos), but having to compile, send over to Mac, then to real device, test and rinse and repeat. Only with iOS you have to ensure you've got the right dev certificates and other pointless crap in place first. But prior to this you need to buy a dev licence and a Mac...

Gernot and Trucidare were working on something to cut out the Mac and XCode, but it's not been implemented yet.
Hopefully in the next major update/upgrade.

Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: spacefractal on 2012-Mar-17
But that require jailbreaking (is iOS5.1 have been that?)

Both mine is upgraded to that now and not option to do that throught as well the final code still of course require xcode, so a Mac is not can been avoided in that place. But in under dev its would been somewhere easier under testing of course.  But yes to get wokring with certificates and that what Apple have designed them is a hell and could been much easier to deploy and in use. Annoyring. Howover here I using network setup, so I compile, and then run it from Mac directly.

Here Android and WebOS is much much easier to get thing working and Greedy Mouse Ported nearly straight to WebOS after a just a hour instailling driver in dev mode. WebOS here is excellent to testing, so I not wonder they like WebOS so much here.

Still to update to get working on iPad3 Retina should been pretty easy, right (if not above issues of course)?

Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Ian Price on 2012-Mar-17
QuoteWebOS here is excellent to testing, so I not wonder they like WebOS so much here.
WebOS is simply fantastic. This is what iOS SHOULD have been.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: TI-994A on 2012-Mar-17
Quote from: Ian Price on 2012-Mar-17WebOS is simply fantastic. This is what iOS SHOULD have been.
If you take the WebApps (http://www.apple.com/webapps/whatarewebapps.html) route for iOS, you can totally bypass XCode, Apple's developer license, and even the AppStore altogether. And their functionality is quite similar to that of WebOS.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Marmor on 2012-Mar-17
hi,
can anyone confirm : ipad 3 has the same cpu speed as ipad2 but double gpu speed ?
how much fps with a full size background png ?
thx
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: spacefractal on 2012-Mar-17
html5 is not for games, but more for appliations really and you need to host it yourself. Its require more horsepower for that.

And yes since iPad 3 have same cpu, but double or such better GPU, that could ave some limit in my game, Greedy Mouse. I might need to revert to 30fps and/or disable the colored font (some devices not like colored polyvectors). 30fps is a no problemo in a game like that anyway :-D (I deploy that in most devices anyway, except iPad 2 and desktop machines).

So hence we want retina support, if not working directly :-D. But the game is first finsihed in around 2 month, so no hurry for me.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Ian Price on 2012-Mar-17
QuoteIf you take the WebApps route for iOS, you can totally bypass XCode, Apple's developer license, and even the AppStore altogether. And their functionality is quite similar to that of WebOS.
Just reading the briefing on the first screen of that link seems to indicate that it's just links to web-based apps, and not something that's actually available off-line (could be my poor interpretation). If this is the case, then that's not like webOS and not what I'd necessarily want/need. Plus iOS (the operating system itself) is inferior to webOS too.

Quotehtml5 is not for games, but more for appliations really and you need to host it yourself. Its require more horsepower for that.
You'd be surprised then at what HTML is capable of games-wise. Take a look at some of the stuff that monkey (the newest Blitz language) can do with HTML5. There are limitations, but it's pretty good (and fast in Chrome).
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: TI-994A on 2012-Mar-17
Quote from: Ian Price on 2012-Mar-17Just reading the briefing on the first screen of that link seems to indicate that it's just links to web-based apps, and not something that's actually available off-line (could be my poor interpretation). If this is the case, then that's not like webOS and not what I'd necessarily want/need. Plus iOS (the operating system itself) is inferior to webOS too.
You're right. but although that is the general idea of WebApps, they do work as standalone apps offline as well. NSBasic has a development tool known as AppStudio (http://www.nsbasic.com/app/) that generate these type of apps. These can even be compiled to AppStore-approved apps later, with the use of a third-party tool called PhoneGap (http://www.nsbasic.com/app/tutorials/TT11.htm); but that would still require Apple's three musketeers: XCode, a developer license, and the AppStore.

Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Ian Price on 2012-Mar-17
QuoteThese can even be compiled to AppStore-approved apps later, with the use of a third-party tool called PhoneGap; but that would still require Apple's three musketeers: XCode, a developer license, and the AppStore.
So in essence that is actually one step MORE than using GLB to compile an iOS app in the first place  :S

I think I'll stick with GLB  :D
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: TI-994A on 2012-Mar-17
Quote from: Ian Price on 2012-Mar-17So in essence that is actually one step MORE than using GLB to compile an iOS app in the first place  :S

I think I'll stick with GLB  :D
No, in essence it's the same; and also different.

From what I understand, GLBasic compiles the BASIC code to some sort of C format (unusable at this point), which is then compiled by XCode, with a valid developer license. That's two steps to get to a functioning app.

The AppStudio compiles the BASIC code to some sort of JavaScript, which is a fully functioning, standalone WebApp, which can be sold without any developer license, independent of the AppStore. That's only one step.

If, for any reason, there is a need to sell these apps through Apple's AppStore, PhoneGap (using XCode) will re-compile it into a native-app format, with a valid developer license. That's the second step, for a second format.

But we're still only talking on the basis of app generation, and not the quality of the apps themselves. GLBasic is clearly a bonafide powerhouse, that can run circles around the likes of AppStudio, which is only a RAD tool. No contest!

That's why I'm sticking with GLBasic as well.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: ampos on 2012-Mar-17
How the hell are we supposed to run/test iPad 3 resolution games?

Should we buy a 60 inches computer screen for this? :D Even a fullHD tvset has lower resolution than this...  :S :'(
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Ian Price on 2012-Mar-17
QuoteNo, in essence it's the same; and also different.
Nope - if we are comparing like for like = iOS app on AppStore, which is what GLB does. With your method you create an app in something to create a WebApp. Then you use another piece of software to compile/convert it into a proper app. Then Use XCode etc to send to AppStore.

GLB. Compile iOS app. Then Use XCode etc to send to AppStore. = ONE LESS STEP.

@ampos. LOL. Indeed!
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: TI-994A on 2012-Mar-17
Quote from: Ian Price on 2012-Mar-17
Then you use another piece of software to compile/convert it into a proper app. Then Use XCode etc to send to AppStore.
The XCode step is not required, as PhoneGap makes use of XCode to compile it to a native app. So, its AppStudio generating a WebApp, and PhoneGap generating the native app; just two steps.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: fuzzy70 on 2012-Mar-17
Interestingly even Apples top end 27" monitor http://store.apple.com/uk/product/MC007B/A?fnode=MTY1NDA5OQ (http://store.apple.com/uk/product/MC007B/A?fnode=MTY1NDA5OQ) @£900 cannot natively show the ipad 3 full display as it only supports 2560-by-1440  :D

Lee
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: spacefractal on 2012-Mar-17
Hey its doent make sence: Xcode not required, but phonegab require it to compile...

And yep I have not seen a monitor using iPad 3 resoulution, so all tests must been done on regular device anyway... iOS is not so easy to start to dev due all those Apple setup. But when it work, then it's really nice. TO easy to I dont need to copy the project to Xcode, I have shared the folder. Howover its might not work with final build, but you dont do that often anyway.

Better would if the current Windows IDE could port to Mac, then its would been easier and faster (For ME MacOS build compile faster than Windows with a wordcount of 9232 commands).

Ps. Take care not doing off type since the oringinal just asked current glbasic works on ipad3, with or without retina support.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: TI-994A on 2012-Mar-17
Quote from: spacefractal on 2012-Mar-17
Hey its doent make sence: Xcode not required, but phonegab require it to compile...

The post was in response to Ian's two-step statement:

Quote from: Ian Price on 2012-Mar-17
Then you use another piece of software to compile/convert it into a proper app. Then Use XCode etc to send to AppStore.

And it actually read "the XCode step is not required", because XCode is already integrated in the PhoneGap step.

Hope that clears it up for you.
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: BdR on 2012-Apr-02
Quote from: ampos on 2012-Mar-17
How the hell are we supposed to run/test iPad 3 resolution games?

Should we buy a 60 inches computer screen for this? :D Even a fullHD tvset has lower resolution than this...  :S :'(
Yeah, it's insane. :blink: I was sceptical about this high resolution and I doubted that it would even be noticable. But I must say it is in fact noticable when reading fine print, like a news website or something like that all zoomed out.

I went to a macstore today and the staff was nice enough to let me install my GLB app from the appstore onto an iPad3 to test it. I had set the GLBasic project to 768x1024 so it uses the original iPad resolution and works just fine as I suspected. So I don't know if GLBasic can use the 1536x2048 resolution, but then again why wouldn't it.

//offtopic: the guy at the store also showed me that if you do a double tap with 3 fingers (or more?) in my game it zooms in. I guess this is default iOS functionality, does this also work on the original iPad? What's the use of it anyway? :D
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: fuzzy70 on 2012-Apr-03
I have found a monitor online that can handle the iPad3 resolution with some pixels to spare  :D

http://www.novatech.co.uk/products/monitors/30inchmonitors/u3011.html (http://www.novatech.co.uk/products/monitors/30inchmonitors/u3011.html)

So if you have a spare £1k available & are desperate it will help.

Screen size   30" Wide
Aspect Ratio   16:10
Resolution   2560 x 1600
Brightness(Typical)   370 cd/m2
Contrast Ratio   100'000:1
Response Time   7ms
Viewing Angle(Horizontal/Vertical)   178°/178° (CR>10)
Color Supported   1.07 Billion

Lee
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: Slydog on 2012-Apr-03
Ha, coincidence - I just ordered that exact monitor! (Still 1 to 2 weeks waiting time  :'()
It went on for $1000 CAD (usually $1400 CAD), but I went on their monthly payment option.  :whip:

I have the 24" UltraSharp, and it is awesome, so when the 30" went on sale (in Canada) I jumped on it.
It has a 2560 x 1600 resolution, I can't wait to see how that looks. :happy:
Title: Re: Any known issues running current glbasic apps on ipad 3?
Post by: fuzzy70 on 2012-Apr-03
Quote from: Slydog on 2012-Apr-03
I have the 24" UltraSharp

Swap you for my tatty worn out 1280x1024 15" Samsung  :D

Lee