Image of my program:
I tried to add iPhone 5 resolution support to my CocosBuilder:
View->Edit Resolutions... ->Add Predenfined Resolution->iPhone 5 Landscape->OK
I also used percentages to setup my content position and sizes
I also added a Default-568#2x.png image into xcode, but the size of my CCSprites and all images still look like 480x320 on the simulator as depicted in the link above.
is there any solution?
Related
I have 2 screens. 1 is 1920*1080 and 2 screen is 1024*768. When the display 2 is detect my OpenGL output should be run in that display.
I tried with glutInitWindowPostion(500,100) but when screen 2 is not detect at time output will not display in display 1. Also, I try glutFullScreen() but it's not working.
How to do?
I am using Glut library for displaying window. I am using windows 7.
Switch to a window/context management library with display enumeration support like GLFW or SDL.
I have a software which displays small image thumbnails at the bottom of the screen:
But these sample 5 are just a small portion of all the available ones. I am looking for ideas of libraries or just available open source code that would let me animate them as they switch to the previous/next ones in the list when the arrow button is pressed or the user flicks them left/right like on an ipod.
I am NOT using Qt (as another answer suggests using it).
Hey my be you need this one, has got nice animations and its native
http://www.codeproject.com/Articles/21006/Not-just-a-image-list-control-Neat-3D-iTunes-style
I've been developing a cocos2d-iphone 1.0.1 game project and have been testing it on an iPhone 4.
I'll soon be getting an iPhone 5. I just updated Xcode to 4.5.2.
Will my project be able to at least run on the iPhone 5 immediately? Or is there a major change I must do in my project? As in, is something going to crash when I try to run it?
If you don't do anything, the app will run on iPhone 5 at the original resolution. Meaning there will be empty (black) space on the sides.
Once you add an image named Default-586h#2x.png with dimensions 640x1136 then your app will use the entire width of the iPhone 5 screen. You will have to adapt your layout to support the iPhone 5 screen size.
It should be able to run on the iphone 5 immediately but it will probably be letter boxed since im guessing it does not support a taller screen size yet.
I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.
How to rotate the Default.png in cocos2d as per device orientation. I heard that we have to put 2 files Default-LandscapeLeft.png and Default-LandscapeRight.png in resource folder and remove default.png. How to make it viewable in portrait mode.
It's not a Cocos2d thing especifically. You just have to add the 4 default.png images to your porject's resource folder.
Check this post: http://iosdevelopertips.com/ipad/ipad-managing-multiple-launch-images.html
You shouldn't worry about this too much, as no one is going to judge your app on how well it autorotates for the 2 seconds the default screen is showing. Anyways, I second what pabloruiz55 said.