Support for HP Touchpad

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aroldo

I have developed applications for WebOS for the last 3 years (Mojo and Enyo) for Palm Pre, Pre 2 and HP Touchpad.
Can you let me know when GLBasic will support the HP Touchpad screen size 1024 x 768?
[a http://apd-games.com/][img http://apd-games.com/images/APDGames135.png][/a]
MacBook Pro OS X El Capitan
XCode Version 7
iPhone 6 running  iOS 9
iPad Mini running  iOS 7.1
Galaxy S5
Dell Latitude Windows 8 Enterprise
Palm Pre, Palm Pre2

Ian Price

Gernot (Kitty Hello) is working on it now (or he will be once his gets through Customs).
I came. I saw. I played.

aroldo

If you need me to test GLBasic on a HP Touchpad I have one and I can gladly test it for you.
[a http://apd-games.com/][img http://apd-games.com/images/APDGames135.png][/a]
MacBook Pro OS X El Capitan
XCode Version 7
iPhone 6 running  iOS 9
iPad Mini running  iOS 7.1
Galaxy S5
Dell Latitude Windows 8 Enterprise
Palm Pre, Palm Pre2

Ian Price

A few of us here now have TouchPads to test our GLBasic apps on, including me, Crivens,  Marmor and Gernot (hopefully in the next day or two). Sorry if I've forgotten anyone else.

Obviously an extra tester would be welcomed though :)

BTW You stated that you'd created several apps for WebOS - what are they?
I came. I saw. I played.

Crivens

Yeah, just update the online spreadsheet. Is it a sticky thread? Don't know where it is to be honest.

Cheers
Current fave quote: Cause you like musicians and I like people with boobs.

aroldo

My company is APD Consulting, Inc.
I develop apps on my free time as a hobby.

My apps in the app catalog are:
1 - Brick Buster - Pre, pixi and Veer
2 - Brick Buster for the Touch Pad (this one is under the HP evaluation for approval)

3 - World Cup 2010 Vuvuzela (Pre, pixi and Veer)

4 - Earth Invaders - Pre, Pixi and Veer

5 - iDefender (Is under development for Pre, Pixi, Veer and Touchpad)

I had several performances issues with Mojo and some with Enyo, Palm and HP never fixed the sound latency which was a major set back on games, either I released them without sound or with system sounds, until I implemented a PDK sound plug-in,
But I was not satisfied with my game framework and had to deal with Palm/HP bugs.
The I started investigating some frameworks and I decided to give Shiva a try, very nice framework but expensive.
Also tried Corona, but it is one of the most expensive framework.
Them I heard of BasicGL and it is affordable. I will rewrite one of my games and will give it a try. This is a shortcut to bypass the Mojo/Enyo layer.

Sincerely,

Aroldo Carvalho
APD Consulting, Inc.

[a http://apd-games.com/][img http://apd-games.com/images/APDGames135.png][/a]
MacBook Pro OS X El Capitan
XCode Version 7
iPhone 6 running  iOS 9
iPad Mini running  iOS 7.1
Galaxy S5
Dell Latitude Windows 8 Enterprise
Palm Pre, Palm Pre2

ampos

QuoteMy company is APD Consulting, Inc.
I develop apps on my free time as a hobby.

LOL, most of us are just a 1-man-company  =D

GLBasic can compile to WebOS. If you get the screensize of the device using

Code (glbasic) Select
getscreensize x,y

you can autoadapt your program to any screensize. As with iOS, the same app runs on Pre, Pre2, Veer and TP (as iOS works with same app on 3G, 4 and iPAD).

You set your proyect screen size to something big (8000x9000) and GLB will open the max screen of device (320x480 on Pre2, or 768x1024 on TP).

For Pixi compatibility you have to create a different app/target.

Currently, there is a bug on GLB that creates the screen off-centered on TP, but you can create your app on windows and wait for the fix as soon as Gernot gets his own TP to test. So, your apps will run on TP currently, but you will see just a quarter of the screen :)
check my web and/or my blog :D
http://diniplay.blogspot.com (devblog)
http://www.ampostata.org
http://ampostata.blogspot.com
I own PC-Win, MacBook 13", iPhone 3G/3GS/4G and iPAC-WinCE

BdR

*kicks thread*

I'm busy updating my iphone game for high resolution graphics, so it now supports both 320x480 and 640x960 displays. This will be fine for iphone 3G (low-res) and iphone 4 (high res). I didn't want to make a separate 1024x768 version because of the weird aspect ratio (1:1,333), and all the graphics were created specifically for 1:1,5 ratio.

But I've also released it for Palm Pre (exact same GLBasic project) so what will happen when I release it on WebOS? As far as I know, there are no WebOS devices that have a 640x960 displays, but will it be able to run on TouchPad and use this 640x960 resolution (with a black border around it obviously)?

Ian Price

TouchPad will scale up your app to fill the screen, with only small black bars on either side of the longest edges of a 320x480 app (whether the game is vertical or horizontal in it's orientation). The scaling isn't perfect, but is pretty good. If you don't want your graphics scaled, then you'll have to provide full screen (1024x768) for TP or omit this from your list of supported devices. Doubling the size of the display will likely scale it up to fill the screen still though.

Remember you can select only certain webOS devices - you don;t have to support them all.
I came. I saw. I played.