there just needs to be a slight update, you just take your desktop game and publish as an iPad game (when they add support), theres just moderate differances, like the iPad version has to be signed, so it can go on the app store.... basically stuff like that soo just make your game in 1024x768 and prepare it and just wait for them to add support.. (Im pretty sure they added that rez just for this, just needs a slight update:)
It was my understanding when they announced iPad that it will play any pre-existing app in the appStore...without any modifications (although resolution quality would be lacking...similar to resolution quality on the GS web)
@synthesis: the iPad will play any iPhone game. it will just center the smaller iPhone content in the center of the screen.
There is also built-in hardware pixel doubling, so you can just hit a button and the content will double in size - however there will be some issues with that - i.e. now your virtual joysticks and buttons are now double the size - but of course your fingers stay the same size...
In addition to the above, Apple said that they will spotlight games/apps that are specifically made for the iPad - taking advantage of the 1024x768 resolution.
The iPad also has a faster processor (although more pixels to push), and 11 MutiTouch inputs - as opposed to 5 for the current devices.
I'm all psyched for it! I just need to find a trusted friend who's in the US who can grab an iPad for me. I heard that there's a limit order quantity of 2 per person. ~_^
this might be kind of dumb but I'm going to see how it works, I'll be porting my game to 1024x768 resolution (its all vector graphics so it will be easy) but I'm honestly not going to test it on a physical ipad, if the resolution is fine for the desktop, I'll publish to iPad... we should be some of the first ones to have are games ready, it'll be alot easier because alot of the big devs arnt supporting it immediately, or even after awhile so it'll be alot smaller more lucrative market (I'll be chargin like a buck more for (optimized for iPad games or whatever you wanna call it)(I believe that iPad buyers will pay more for their games) but I'll see how it goes
Many know this already but, all ipad apps have to make use of the autorotate feature which we don't have access to.
Apple does not get specific enough to say rather we can do something like bring up pause menu with by using GS or if it has to be the actual autorotate addon in xcode (which could still just bring up a UI or something but we cant access it)
On the Apple dev website their are guidelines of exactly what you can and more so, cannot do for an ipad app
@tinymonster: I don't see how they can enforce that on games. What if you're playing the Labyrinth game or something that requires the accelerometer? The screen obviously can't go autorotating all over the place, or the gameplay won't work properly.
Yeah i agree, Even if it isn't right at launch it will come. Plus i would think anything xcode has to offer the GS team could bundle for us. Even though we don't have access to the xcode version im sure whatever they do is based on it and can be scripted in some way or another (if any devs are reading no, im not implying its as easy as pushing a button lol).
Its been quite a hot debate with developers, There is no way to make that a requrement The debate is that it says all "Application" and of course apple left it at that and wont comment if "applications" includes games
FOr now i am just building stuff in the ipad res and scaling down for my games. that way when we can do it im ready
Comments
Am I wrong?
There is also built-in hardware pixel doubling, so you can just hit a button and the content will double in size - however there will be some issues with that - i.e. now your virtual joysticks and buttons are now double the size - but of course your fingers stay the same size...
In addition to the above, Apple said that they will spotlight games/apps that are specifically made for the iPad - taking advantage of the 1024x768 resolution.
The iPad also has a faster processor (although more pixels to push),
and 11 MutiTouch inputs - as opposed to 5 for the current devices.
But still wondering if the market will take to it or ignore it.
April will be interesting for Apple.
Many know this already but, all ipad apps have to make use of the autorotate feature which we don't have access to.
Apple does not get specific enough to say rather we can do something like bring up pause menu with by using GS or if it has to be the actual autorotate addon in xcode (which could still just bring up a UI or something but we cant access it)
On the Apple dev website their are guidelines of exactly what you can and more so, cannot do for an ipad app
Yeah i agree, Even if it isn't right at launch it will come.
Plus i would think anything xcode has to offer the GS team could bundle for us. Even though we don't have access to the xcode version im sure whatever they do is based on it and can be scripted in some way or another (if any devs are reading no, im not implying its as easy as pushing a button lol).
Also @BTT
Its been quite a hot debate with developers, There is no way to make that a requrement
The debate is that it says all "Application" and of course apple left it at that and wont comment if "applications" includes games
FOr now i am just building stuff in the ipad res and scaling down for my games. that way when we can do it im ready