I am planing to make my game for 2 resolutions
480x320 (Iphone 3)
960x640 (Iphone 4, Retina Display)
I also was planning to sent Retina resolution to IPad, as I see a waste of time/resources to make gfxs for so little gain in quality (1024x768), as it is just 64 pixels.
Can it be done?
I have seen that Retina Resolution is not available... can it be done?
You could try it :D
use SETSCREEN 960,640,TRUE (ON PC FALSE) in the first code line and then compile for iphone =)
Ampos if you this on an iPhone 4 please tell us all the results. :)
I agree with you that developing for full iPad resolution as well as the two iPhone resolutions might not be worth the effort. I don't know if you can set the iPad resolution to 960x480 but you could put a game using a 960x480 screen on the centre of the iPad with just black borders filling the gaps.
NeXT 20th sept my iphone4 should come, but first i need to get a Mac, and as I read here, descend to the hell, survive and go back.
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
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
OK, will see to fix that. I'll extend PLATFORMINFO for you to know about the size, and see how to access both resolutions in one app.
And add 960x480 on iPhone project settings (Retina/4G display)
Gladly, my iPod Touch arrived 4G yesterday so I had to try it out.
The app needs to know what resolution before if launched the app. I can't work out how to even get the Launch@2x.png to display, which is the 640x960 version of Default.png.
Hi,
As we have had an update to the GLBasic SDK 8.120 and the option for 960x640 Retina Display Iphone 4
has not been included can I ask if you will be offering it at a later date? :doubt:
Regards,
Johngood.
Yep, I hope to have a retina version for my app launch time :) near chritmas :D
I expect my device here in a few weeks. Start of November. I'll ad support for the iPhone4 specific stuff then.
Funny thing I setup a project as iPad, and compiled as iPhone/iPad on XCode.
After launching in iPhone4 it only shows 1/4 of the screen :D
in the resolution box, try to type 640x960 (or what the retina has) and try that.
Will try.
Quote from: Kitty Hello on 2010-Oct-06
in the resolution box, try to type 640x960 (or what the retina has) and try that.
Nop, it doesnt work.
The iPhone4 stills opens a 480x320 screen, and shows botton right 1/4 screen.
Quote from: matchy on 2010-Sep-14
The app needs to know what resolution before if launched the app. I can't work out how to even get the Launch@2x.png to display, which is the 640x960 version of Default.png.
If you get a low res splash, it's not hi-res.
Is there a project flag that allows toe use of the highres display, maybe? Trucidare?
All init things are done in Info.plist - have a look into this
Gernot, any news about Retina display support???
Thanks !!
Yes. I need new frameworks to get it compiled. I'm trying to be quick. Sorry.
Great that you are working on it !
Take your time ! :good:
Thanks