Hi,
Playing with Gideros for the first time today. After the frustrating experience of installing Eclipse and all the Android stuff (mainly in just making sure I was downloading the right versions of everything so it all played nicely together) I've got the players installed on my devices (that's a nice feature, I like that a lot - makes it so much quicker to test on a device).
Anyway, rambling
So my question is on automatic scaling. In the properties for a project you can set the logical dimensions and scale mode. But, here's what I'm finding from my first tests:
1. On an iPhone, everything is good as I'm using 320 x 480 for the logical dimensions.
2. On the Acer A100 I have (7" tablet, 1024 x 600) scaling pixel perfect won't scale above 320 x 480 at all. Scaling letterbox gives good results.
3. On the iPad. It's not a nice scaling ratio to the iPhone screen. Scaling pixel perfect works well, scaling letterbox gives a fuzzy output due to the scaling amount.
I had the same problem whilst testing a competitor product but, in the configuration file there (which was a Lua file) it was possible to detect the device and alter the logical dimensions. For the iPad I changed the logical dimensions to 384 x 512 which then gave me 2x scaling, retaining a pixel perfect scale even when using letterbox. I could then alter layouts to accommodate the extra space.
So, is there any method for me to override the logical dimensions for different devices or the scaling amount? Obviously dealing with both platforms, I really need to find the best option for giving good results on all the main devices.
Any advice welcome
If I've missed something, do tell me - there's a lot of documentation and forum posts to go through.
Cheers,
Gareth
Comments
I understand the importance of changing the project settings at runtime according to the device. Currently it's not possible except for some settings (background color and orientation) but we'll add this feature as soon as possible.
Cheers and thank you
Likes: chipster123
I'd hate to put time in developing with Gideros and find that the feature doesn't arrive before I'm ready to release the first project and have to put up with less than sharp imagery due to the scaling amount on the iPad. Gulp!
We're planning to switch to weekly build process so that users can grab the version with new features without waiting. And I'm sure we'll implement this feature within a few months.
This is usually what I do with Beer, and there's no such a thing as less than sharp imagery
Atillim, thanks
If this is not what you're looking for, than I got it wrong d:
But in RPGplane (universal app I did with Corona) the art was very crisp with letterbox.
Plus, oversizing assets is never the way to go, especially with mobile texture memory being limited. Whilst 2.13 would be possible, it's an odd one to work with (especially as we're working with what's basically 2.1333333333333 etc. and so I'd be surprised if there weren't some positional issues with assets sized for that) and would lead to larger assets than should be required. Plus I wouldn't want to use 2.13 sized assets on most Android setups either.
I've just downloaded your RPGplane and I can tell the imagery and fonts are slightly blurred from stretching. I'm sure most wouldn't pick up on it, granted, but that goes back to me bring picky.
To be honest, Gideros needs the flexibility to accommodate more granular control over scaling options. Atilim seems to recognise this, which is great
@moopf I forgot to tell there is a solution to this problem. There is a discussion here about creating different projects for different platforms: http://www.giderosmobile.com/forum/discussion/449/intro-question-project-structure-vs-file-system-structure#Item_2
In addition to this, you can also set different settings for different projects. I mean:
mygame-ios.gproj -> put 1x and 2x, set scale mode as pixel perfect
mygame-android.gproj -> put 1x and 2x, set scale mode as letterbox
I know, maintaining two different projects can be harder than a simple if statement. On the other hand, it's more flexible.
On the topic of iPhone/iPad - I took a look at the Export Project option and it appears you have to pick either iPhone or iPad when exporting a project for compiling in Xcode. Does that mean that Gideros doesn't export a setup for a universal app as an option? I'd expect to see a Universal option in addition to the device families already there otherwise. But then, presumably, I can alter the setup for the xcode project exported - I haven't actually got that far yet, just been using the device Gideros players.
Also @pmanna's game is a universal app: http://www.giderosmobile.com/forum/discussion/463/game-is-live-on-the-app-store
@pmanna if you're reading this, were you using beta8 while converting your project to universal?
Anyway, we'll also support universal apps soon.
Will it work this way when you'll be done with a Debugger?
If you mean Lua debugger, the answer is yes. gdr_initialize(...., true) will also turn on Lua debugger.