The idea is that it should reflect the updated status of the project at all times.
- In what iOS-based devices does BennuGD run?
It should work in most iOS devices, but some users have reported that first-gen iPod touch devices don't work. You can use the list below for reference, based on user feedback.
Please, if you test BennuGD in some other iOS-based device, let me know about the results in the comments, so that I can add that device to the list. - BennuGD runs normally:
- iPod Touch 4G
- iPhone 4
- iPhone 3GS
- iPad
- iPad 2
- BennuGD runs, albeit slowly:
- iPhone 3G
- BennuGD doesn't work:
- iPod touch 1G
- In what iOS versions does BennuGD run?
BennuGD has been tested to work fine in iOS4 & iOS5. Earlier versions might work, too. - Has any BennuGD game entered the AppStore yet?
Yes! Puzsion is now available in Apple's App Store. - Can I create my game using any machine and when finished, run it in iOS? / Do I need a Mac?
If your device is jailbroken, you can use any computer you want to. Just download the iOS template from the Google Code project page and start coding.
If your device isn't jailbroken or you wan to publish your games in Apple's AppStore, you'll need: - An Apple iOS developer account. ($99 in USA, €79 in Spain).
- A Mac to be able to digitally sign your games. If you know of a way to sign you binaries without a Mac, please let me know in the comments.
- What screen confiuration should I use?
Basically, your device's native resolution. This is typically 480x320. Devices with higher resolutions can adapt nicely.
16bpp has been tested to work nicely. Other graphic modes remain untested. - Which ones of the following features work?
- Multitouch: Works fine with provided (albeit unofficial) mod_multi. Get binaries for your platform at the project page (win32, OSX) or from my PPA (Ubuntu/Debian derivatives).
- Sound. Works fine.
- Screen rotation: Works fine - BennuGD implements this through scale_resolution_orientation . If you combine this with the appropriate value for UIInterfaceOrientation in your Info.plist, it should work fine.
- (Inter)Net connectivity: You can use the included mod_curl. It's unofficial but includes most options found in libcurl and is very easy to use. Get binaries for your platform at the project page (win32, OSX) or from my PPA (Ubuntu/Debian derivatives).
- Accelerometer: Yes, they do! Have a look here.
- How do different devices handle different resolutions?
Here's a list of iOS device features, including resolution.
So basically, if you want to target all devices you should go with 320x480. In iPhone 4 your app will use the whole screen and in your iPad it will appear in a small centered window and a "2x" button will appear onscreen. When pressed, that button will scale your App up to the device's native resolution through GPU. - What are the main differences between the upstream BennuGD version and the monolithic one?
They should be simmilar in most aspects, with the sole difference that the monolithic version comes in one single file and that it's usually compiled against SDL1.3.
DCBs are interchangeable between platforms with the same endianess (i.e.: you can compile in your computer with the upstream version of BennuGD and run that same DCB in your iOS device with the monolithic version of BennuGD).
You also still have to import modules in your code, otherwise they won't be available.
So in essence, they're both pretty much the same. New features from upstream usually land in the monolithic code a few days later. - What officially supported modules are absent from the iOS version?
mod_debug. I don't include it to save space and because I don't consider iOS devices a suitable debugging device.
If you absolutely need mod_debug in your device, let me know and I'll try to send you a binary ASAP. - What unofficial modules are present in the iOS version?
- mod_multi: provides multitouch capabilities.
- mod_curl: do anything you could do with a web browser and more from BennuGD code.
- mod_chipmunk: implement advanced physics in your games easily.
- How do I run my game in an iOS device?
Download the iOS template from the Google Code project page, place your game's main.dcb and resources there and make sure "main" has executable permissions. Transfer the game to your device and run it from there.
The template might be expanded with an Xcode one so that licensed iOS developers can directly build/deploy from there. - How do I assign an icon to the game?
Just replace the icons on the template. - How do I publish my app in Apple's AppStore?
Again, you need to get a license from them first and have your App signed with the key they send you.
Once you've done that, you submit your app to Apple and if they approve ir, it'll appear in their AppStore.
If you have any comments, please let me know in the comments section.
Hope it helps :)[Update 2011-May-18] Accelerometers do work and are emulated as the first joystick.
[Update 2011-May-19] There are reports that 32bpp modes are not working correctly.
[Update 2011-Jun-07] Added info about working iOS versions.
[Update 2001-Jun-14] Added info on iOS version of Puzsion.
[Update 2012-May-06] Updated info about multitouch and mod_curl as well as mod_chipmunk.
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