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Well I just got my iPod 4th gen in the mail today. It's actually my first ever Apple product of any kind. I must say that the screen on this thing is amazing. (I had read about it previously, of course, but I had to see to really believe I suppose.) The resolution is truly outstanding and Apple seems to have made good use of it in converting all the OS graphics over to utilize it fully.

Anyway, my app (Interactive Buddy) will be doing the same! It was already resolution independent (i.e. I can set it to run at any resolution just by tweaking one parameter). But I wasn't sure if the iPod/iPhone would have enough graphics horsepower to run it at full 640x960. Well, it does. And that's what it will run at on those devices. And it. Looks. Great. At least to the extent that a bunch of green gradient-filled circles can.

And perhaps more importantly, it ran on the iPod with no changes to the code. The AirplaySDK (the C++ framework I am using to deploy to multiple devices) truly works as advertised. I can't recommend it enough for game dev, since most games don't really require access to the iPhone-specific SDK anyway.

There is just one hitch regarding iOS changing some resolution parameters when rotating the device, that webOS didn't do. I anticipate that it will be an easy fix, and once I do that (today hopefully) I'll continue development.
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:iconjpdude612:
JPdude612 Featured By Owner Nov 9, 2010  Hobbyist Digital Artist
I have a 3rd gen iPod touch. I'll probably face lag. It will work I hope though! I'm more than happy for testing if you needs it!
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:iconshock-value:
shock-value Featured By Owner Nov 9, 2010
I doubt there will be much lag on that... I was testing on a Palm Pre before this, which I think has both the same CPU and GPU as a 3rd gen (or maybe even a worse GPU, not sure) and there wasn't much lag. The framerate would dip to about 40fps when you triggered multiple explosions, but that's the worst of it.
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:iconjpdude612:
JPdude612 Featured By Owner Nov 9, 2010  Hobbyist Digital Artist
Hm. So I guess it would work. Framerate dips don't bug me too much as I deal with those on literally every game I play on my computer.

I'm happy about the fact interactive buddy is coming to the touch though!
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:iconshock-value:
shock-value Featured By Owner Nov 9, 2010
update 2: shaking the ipod works now (just need to iron out a few small glitches)
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:icondark-link1133:
Dark-Link1133 Featured By Owner Nov 9, 2010
good, now try this, buddy affected by music option (on/off)

see what im thinking?
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:iconshock-value:
shock-value Featured By Owner Nov 9, 2010
Would be cool, but I don't know of a way to access whether the user is playing music or not... I'll investigate a bit later though
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:icondark-link1133:
Dark-Link1133 Featured By Owner Nov 9, 2010
ok, ummm ... options/music/play music?
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:iconrvmiv:
rvmiv Featured By Owner Nov 9, 2010
Awesome (read the update) even better!
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:iconcodbroadway:
Codbroadway Featured By Owner Nov 9, 2010
well you could just give him more animations and make it look like he is listening to music. say you have music playing but the animations are there and you can select them for him to do. like i said before, air guitar for rock and other things he could do for other genres of songs. oh and i got an iPhone 4 if you ever need any testing on an iPhone. Since you have an iPod Touch 4G im pretty sure that wont be a problem but its just a suggestion.
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:iconshock-value:
shock-value Featured By Owner Nov 9, 2010
update: orientation glitch fixed, now able to play mp3s, radio, etc at same time as playing (buddy does not respond to music currently though, as I don't think there is any way to detect if user is playing music from the game)
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:iconbritt-davis:
Britt-Davis Featured By Owner Nov 9, 2010
Awesome.

I wish I had an iPod, currently I have no device to take this thing mobile with it.
Feels bad man.
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:iconcodbroadway:
Codbroadway Featured By Owner Nov 9, 2010
Haha you nearly have the same username as my cousin.
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