is there any other way of testing the accelerometer without putting my game on a mobile device?

marsfanmarsfan Member Posts: 6
edited April 2012 in Working with GS (Mac)
my game uses the tilt function on an ios device but I need an apple developer account to put it on (do I? see my other question on the profile page) how can i test the game on my mac?

Best Answers

  • ZoytZoyt Posts: 374
    Accepted Answer
    Make a virtual rotation slider and just change the variables to what that returns. When ready for the real thing, change them back. I want the same thing though.
  • AppTekAppTek Posts: 152
    Accepted Answer
    Well, if you get isimulate, then incorporate it in the gamesalad viewer and build and run viewer in the simulator, then preview the game in Xcode viewer, you should get the accelerometer support. For more info go here, http://www.vimov.com/isimulate/
  • SinequanonSinequanon Posts: 35
    Accepted Answer
    Accelerometer ranges between -1 and 1 in the 3 dimensions it works in. If you know you're looking for X and Y to range, you can use the mouse to simulate accelerometer function by creating two new attributes - Call it SimAccelerometerX and SimAccelerometerY, both real attributes.

    Then,

    Constrain Attribute: SimAccelerometerX -> ((1/160)*game.Mouse.Position.X)-1
    Constrain Attribute: SimAccelerometerY -> ((1/240)*game.Mouse.Position.Y)-1

    This assumes you're in portrait instead of landscape. If you're in landscape then you can use these same rules, I'd just change the name of SimAccelerometerX to SimAccelerometerY.

    You can test this all out by creating an actor, and making two real attributes that record its initial X and initial Y positions, then adding two more constrain attribute behaviors:

    Constrain Attribute: self.Position.X -> (160*SimAccelerometerX) + self.InitialX
    Constrain Attribute: self.Position.Y -> (240*SimAccelerometerY) + self.InitialY

    The actor will be attached to the mouse position, though the SimAccelerometerX/Y attributes will be reporting between -1 and 1. Those inputs can be used in place of whatever you're using accelerometer values for, for instance, in a Change Velocity behavior, and using your mouse cursor's position inside the window to substitute for the input you would otherwise get from the accelerometer.

    Good luck.

Answers

  • patapplepatapple Member Posts: 873
    you can't...the mac can't test the accelerometer
  • marsfanmarsfan Member Posts: 6
    these are great helps to me. i will definitly try them
  • marsfanmarsfan Member Posts: 6
    @AppTek but you need the 99 dollar apple program to use the viewer
  • AppTekAppTek Member Posts: 152
    oh, i didn't know that you didn't have an account
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Just buy the dev account now. You need to be testing on your device threwout your whole developing process.
  • marsfanmarsfan Member Posts: 6
    @JohnPapoimitis it costs too much money
  • marsfanmarsfan Member Posts: 6
    if did not know better I would say that gamesalad is owned by apple. I mean they allways seem to try to push us to get their products
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    That has nothing to do with gamesalad. Its apples rule that you need the dev account to test on a device. Its only $99. If you cant afford it scratch the accelerometer and ios and just make html5 games and mac games till you can get it.
  • DreamLabDreamLab Member Posts: 2,127
    if did not know better I would say that gamesalad is owned by apple. I mean they allways seem to try to push us to get their products
    Couldn't help but laughing. The only reason they are "pushing Apple products" is because you NEED Apple products to MAKE GAMES for Apple products! You have to have a developer's account in order to publish games to IOS! If you don't plan on buying the Apple dev account, the game you are working on is going to be pointless. Simple as that.
  • marsfanmarsfan Member Posts: 6
    I know it sounds crazy, but think, they shut down anything that mentions haw to get past the $99 dollar dev licence. and whenever you say something about testing something without using an ios device they say that you should just get the licence.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Because that is apples policy. And getting around it violates the TOS. Thats why..
  • DreamLabDreamLab Member Posts: 2,127
    I know it sounds crazy, but think, they shut down anything that mentions haw to get past the $99 dollar dev licence. and whenever you say something about testing something without using an ios device they say that you should just get the licence.
    They say you should get it, because you HAVE to in order to publish a game!

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited May 2012
    Closing this thread because Apple's policy has been explained and an accepted answer has already been provided.

    You may certainly use GameSalad Creator without a developer's license, but in order to publish anything to the App Store (even without GameSalad) you must have a developer's license.

    It's kind of like saying you need a driver's license to drive a car. Honda isn't requiring you to get a driver's license in order to purchase a car from them... they are just letting you know that the law requires that you have one in order to drive the car.
This discussion has been closed.