320x480 design resolution on Windows
by John F · in iTorque 2D · 12/11/2008 (8:22 pm) · 4 replies
Is there a build of TGB for Windows that support the iPhone design resolution of 320x480? The iTGB release has a VisualStudio 2005 folder with project files so it looks like you can build it yourself. However, I don't see a pre-built binary and I don't have access to a copy of VisualStudio right now.
#2
If it's not working, you might changed the comonconfig.xml by editing the project from another tgb directory, to fix it, just open it up in Notepad or some other plain text editor and set
320 480 32
yourself to whatever you want it to be.
Fun note, you set it as low as 1 x 1, but iTGB will only display as low as 320 x 320.
12/12/2008 (12:10 pm)
The tgb directory in the iPhone SVN should have have a build that will allow for resolutions as small as you want. And the TorqueGameBuilder .exe/.app should have the correct build for that option, same the TGBGame.If it's not working, you might changed the comonconfig.xml by editing the project from another tgb directory, to fix it, just open it up in Notepad or some other plain text editor and set
yourself to whatever you want it to be.
Fun note, you set it as low as 1 x 1, but iTGB will only display as low as 320 x 320.
#3
12/12/2008 (12:13 pm)
@John - The binaries for both Windows and Mac are able to design at the resolution, you just need to modify your editor settings.
#4
The odd thing is that when I run my game using it I get the same particle effect cycling that I do on the Mac. I posted a message about this on the forum but there was no response which makes me think that I may be the only one who is seeing this. I see it for the behavior shooter as well. Particle effects that are set to "stop" repeat over and over (and at a different rate then when set to "cycle"). This happen at both design time and run time. When I use TGB 1.7.4 I don't see the issue. I also don't see it when I run on the iPhone hardware.
12/14/2008 (1:37 am)
Thanks all. I'm not sure how I missed the exe file in the iTGB distribution but it was right there. The odd thing is that when I run my game using it I get the same particle effect cycling that I do on the Mac. I posted a message about this on the forum but there was no response which makes me think that I may be the only one who is seeing this. I see it for the behavior shooter as well. Particle effects that are set to "stop" repeat over and over (and at a different rate then when set to "cycle"). This happen at both design time and run time. When I use TGB 1.7.4 I don't see the issue. I also don't see it when I run on the iPhone hardware.
Torque Owner Eyal Erez
Go to your Mac project and do file>>build project and build for Windows.
copy the whole game to windows and that should work. you can still use the 1.7.4 editor on windows to build new levels . just don't run them from the editor (play button) since this will screw up your prefs.cs instead save the level and execute the game from TGB.exe
If you accidently run the game from the editor, open prefs.cs in the common directory and edit the res back to 480*320