Hi.
I have the iPhone 6 Plus on pre-order.
I would like to modify my existing GLBasic iPad/iPhone game for it do rearrange the screen layout etc on the fly due to the new screen size. Will this be possible to support these new models directly and detect models - perhaps through screen resolution etc?
Will GLBasic just work or will it need an update?
Thanks.
glbasic need a update, due a windows x/y swap issue (due a change in iOS8) need to been fixed first. Its a simple issue, but have fixed it wrong recently.
Unlike iOS7 and before we should not swap x/y on the orientation anymore, but allways uses x/y regardless of orientation from iOS8. The reason for that iOS change is due iPhone 6 Plus, which seen to support portrait and landscape on the fly.
Im thinks its got fixed after the official iOS8 update, so its easier to test this one out (my hope).
About the resolutions, that should been support them "out of the box", but its property require xCode 6 of course to support them.
Sounds good. thanks!
its this bug im talk about and is still not correctly fixed:
http://www.glbasic.com/forum/index.php?topic=9971.0
Im do pretty sure the new resolutions is supported "out of the box", and its soon this one got fixed.
Its the only issue im have seen with iOS8.
New iPhone 6 Plus here on Friday fingers crossed so I can test this all out on the device...
Now iOS8 is released, Gernot can you see the issue, so we finally got the x/y swap fixed, so we can support iPhone 6 correctly? Im still think the code im gave you should do the job.
Gernot: If you like, I think that I can help you, like in past versions ;)
I have downloaded my App Rock Crush from the App Store and it was compiled a few weeks back with Xcode 5.
The App runs and looks fine but the info screen on my app reports app sees screen resolution as same as iPhone 5s...
I was going to ask here why that might be but I am really glad I started writing ths post as it has just occurred to me that it might be a good idea to recompile the project for the final Xcode 6 and try that on the device instead to see what app reports as screen size.
all iOS7 apps works fine on iOS8, but dosent support the new resolutions. This was same with iPhone 5 when that got released. For some odd reason Apple require a blank startup image for new resolutions, unlike Android. So its will require xCode 6 for compile with the new resolutons.
But we do need to wait for a important fix for iOS8 around the x/y bounds issue, before we can compile to the new devices first.....
Noted Spacefractal and thanks for confirming the info there.
I would like to be able to detect via screen size, the new iPhone 6 models - specifically the Plus model to start with as my app behaves slightly differently when running on an iPhone compared to an iPad, regarding game control modes it enables etc.
I would like to enable the mode I use on iPad where the user can guide his character around the screen directly by touching a path to follow. At the moment on iPhone, it was too small a screen size physically with big fingers for this mode to be enabled by me as it wasn't playable. I enabled it in iPad mode.
I would like to enable it on the iPhone 6 Plus to start with and see how it goes...
Hi.
I tried my game on iPhone 6 but it can't "see" the native screen resolution only the emulated ios7 mode one if you follow.
I changed active iOS from 4.3 to 8.0 but project then won't compile any more citing errors.
This was with final Xcode 6.
Anyone else managed to get their apps running in native res yet?
im do got some code signing issues, but im did got it compiled, but its was wth the beta 5 and im have not the iPhone 6 yet (which will take about a month, which im also want to have one).
Im do wait to test it when the swap x/y issue finally got fixed, and then im will test it again with xcode 6. Until then im will uses xcode 5.
When that is done, then we can eventuelly update the xcode default project, so its works seamless with iOS8. The new xcode update project can been done in a seperate thread.
Hi.
I finally got my app detecting the correct iPhone 6 screen resolution. However the resolution is quite surprising. It isn't the expected 1280p resolution - take a look here to see what it was and why..
http://stackoverflow.com/questions/25755443/iphone-6-plus-resolution-confusion-xcode-or-apples-website-for-development (http://stackoverflow.com/questions/25755443/iphone-6-plus-resolution-confusion-xcode-or-apples-website-for-development)
Bottom line - you have to add new LaunchIcons into the Xcode 6 project, then the app runs natively instead of scaled - well to a degree as website above explains. It is complicated!
It's have allways been wierd why it's actually require it.
How about swap x/y issue when starting up in landscape. Does the windows bounds show correctly?
For updating the x-code project is not that issue with using the ios7 project and imply the fix...
My app in glbasic reports the iPhone 6 plus screen size
At 2208x1242 - not the expected 1920x1080.
It doesn't appear glbasic will get to "see" the 1920x1080 actual pixel size.
All non-metal rendering is to a virtual buffer larger than the physical pixel dimensions.
This being 2208x1242
A hardware scaler is then used on the iPhone 6 plus model to bring this down to device native
1920x1080
It would be nice to get at the 1920x1080 native with OpenGL but it doesn't seem to be the case?
This German site explains it well
http://m.heise.de/ct/artikel/Apples-iPhone-Tricks-fuer-immer-hoehere-Bildschirmaufloesungen-2394857.html?artikelseite=2&from-classic=1 (http://m.heise.de/ct/artikel/Apples-iPhone-Tricks-fuer-immer-hoehere-Bildschirmaufloesungen-2394857.html?artikelseite=2&from-classic=1)
Sorry still to test and report back on x/y issue.
Its weird choice, but Apple might have choice the x3 model to make sure aspect ratio is the same for current apps. So aslong glbasic not support Metal, you might need to live with the higher resolution, but im dosent see that as a real issue really.
Im do not have plans to get the plus model, but the normal model. Im do which how its happens on that.
for the swap x/y issue, im found a simple temporary fix to this one. See in the bug section for the fix (just remove "Landscape Left & Landscape Right" in Device Orientation and uses SETORIENTATION instead).
look like its a quite much icon resize work for get it working for iOS8, so the whole xcode project needs again to been updated by glbasic for easier this task.
Im will here also strongly recommended to uses xcassest catalog, which is much easier to uses than the previous method with xcode in xCode 6, which is clutted for much and easier to crash it. Using xcassest seen to been much more clean, when there is many icons and images to been used.
The reason is iOS now do require whopping 16 launch images(!) to supports all devices from iOS5 to iOS8 and 13 icon files (two is dubbles for some reasons). So its here why using xcassests is much more perferred to been used. Not all launch images might required, its due orientations.
im will in this weekend or next one create a new thread with named a iOS8 xcode project file, so Gernot and other that can uses it for iOS8 dev. The most update works is on the new icon system, not launch images.
PS. As im wrote before the swap x/y seens can been workaround until the bug is finally fixed.
Yeo agree assett catalogue is way to go to handle the many many icons and launch images now .
I've been manually adding an asset catalogue by clicking the migrate settings button in Xcode .
There was some various issues, but seen im finally got xCode 6 working with require various changes to the plist file. Some changes to the plist files is also required to get its working and validated correctly, which took some time.
So im will later this week trying to create a primary xcode project, which can been used with glbasic with only icons catalog needs to been created by your self.
Also the minimum iOS version required is now 5.1.1, due the new icon and launch system. You can still run on your own iPad 1 throught (which was most important).
Im got finally uploaded a new Spot Race binary (v1.01), which should supports iPhone 6 Plus as well. But howover due a strange bug(?) in the iTunes Connect, im could not add screenshots to the iPhone 6, which im have write a support ticket. Im could not add a 1134x750 screenshots at all, even its was in the correct size. Strange....
All my 3 games is now uploaded and submit to queue using xCode 6 and icons and launch images requried. We let see what it happens.
So its seen glbasic can supports ios8 very fine with some various tweeks (include the swap x/y issue, which you just can remove "Landscape" support from xcode, which seen did the trick, even for Karma Miwa, but im do not sure what Apples does under review). :good:
Even in Itunes Connect, the screenshots for iPhone 6 Plus needs to been 2208x1242, so its seen its generally for that phone.
Also oh... crap, the screenshot issue im did have with iTunes Connect, its was a real bugger: Is was not 1134x750 :noggin:, but 1334x750. Im cant believe im missed that one, hehe.
Im create a new thread with the updated xCode 6 project soon. Im did only tested with 12.096 this time (but should works with 12.3xx). Im do thinks icons needs to been created manually, but im will add the new launch images.
A quick question. Can I still work with Xcode 5 and submit to apple or do I need to upgrade to latest Xcode. Thanks.
Yes, but you of course not get iPhone 6 resolutions.
But sooner or later they will require Xcode 6, but I'm do thinks it's still far in the future.
Today im got my iPhone 6. So im have done some testing (while this have been edted some times).
First at all im did still got a 1136x640 resolution, not 1334x750 as its should. But later im did found the reason was you used the "zoomed" screen mode. When you uses that mode, the phone will simply just uses 1136x640 and scaled up.
But if you choice to uses the standard mode, then its will detect the correct 1334x750 resolution. So the xCode 6 project im gave should all been working. This is a iOS 8 thing.
Im do have to say this is gonna a nice idea really. So as long your app supports iPhone 5, then its would been nicely scaled up. This mode can also been used to test both resolutions on the same phone. Nice idea.
Hi my findings are similar on iPhone 6 plus with zoom and standard mode.
Karma Miwa and Greedy Mouse got accepted with xCode 6. So the workaround about orientation seens accepted. Spot Race is still en queue (but was first submitted few days after).
So confirmed. Glbasic still works with iOS8 after those changes and cleanups required.
Hi Thats great news.
I haven't addressed the landscape mode fix yet as I have been busy fixing bugs in my scaling code that showed up on the newer screen sizes. Got there now.
Will remove landscape support from XCode and see what happens. I take it this is a launch mode fix only - so its ok in your game to allow screen to be rotated once game is launched? Just my game on ipad changes as you rotate screen from portrait to landscape, and upside down etc. will test later today what happens..
Good to know you got accepted anyway.
I bought Greedy Mouse a while back and just saw the update. Works great on iPhone 6 here. :booze:
Yes its was possible to remove the landscape support. That force the system launch in the portrait mode, which workaround the swap x/y bug. But we do cant uses any launch images with some content, which might and could orientation wrong..... So its still a bug, but now its a minor bug, not a major one.
This workaround is not possible on Android of course, which have a different orientation issues, which have been long time (but fixed by AE throught).
Im have tried to do the xcode 6 in the other thread so easy as possible. There is still require few edits (mostly in the plist file), but its more about code signing and changes the icons etc.
PS. Karma Miwa was a landscape only game and that game got accepted too, even im did the orientation trick too.
I like in Greedy Mouse how you can rotate the phone round 360 degrees and the game follows...