Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by Joncom

Does it take a long time to tweak a game to be iPod/iPad ready if you don't design a game from the start with these devices in mind?

I've been putting a lot of time into my game, not really designing it for portable devices at all. But I got to thinking... Depending how resource hungry it is, it might an OK idea to just throw in some A* pathfinding to eliminate the need for keyboard keys.

I guess what I'm asking is... are there some known common things you CANNOT do with Impact if you're hoping to run the game on iDevices later (certain features, perhaps)?

1 decade ago by dominic

It depends :)

If you want to package your game with iOSImpact, you will have quite a few restrictions: no AJAX, no DOM, no vector drawing stuff for the canvas etc.
More: http://impactjs.com/documentation/ios/overview

On the other hand, if you're developing for mobile browsers, you can't have sound and have to take a closer look on drawing performance.
More: http://impactjs.com/documentation/impact-on-mobile-platforms

Drawing performance is still the bottleneck in most cases - iOSImpact or browser. If you can get your draw calls down (e.g. using the BackgroundMap's preRender mode) to about 30, you should be fine. iOSImpact can handle a bit more.

1 decade ago by Bum

Is there a work around for no sound in browsers yet?

1 decade ago by Joncom

Quote from dominic
If you want to package your game with iOSImpact, you will have quite a few restrictions: no AJAX, no DOM, no vector drawing stuff for the canvas etc.

Thanks Dominic. Better to know this now than later. :P

Quote from Bum
Is there a work around for no sound in browsers yet?

It's my understanding that yes, there is, but it more like "hacks". And they mostly work on a per browser basis. There's no one fix-all.
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