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Socoder -> Off Topic -> MS vs Apple

Sun, 24 Aug 2014, 03:48
Jayenkai
*nnnngh* I REALLY HATE Microsoft installers.. The way they give you a 20kb exe, THEN download the 58,000Gb ’’additional components’’ Is it REALLY so hard to let me download the whole lot in one go?!

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Sun, 24 Aug 2014, 03:48
brdtt12
Three words: Grab an apple.
Sun, 24 Aug 2014, 03:51
Jayenkai
I have an Apple. The Apple makes games for the iPhings.
The Windows makes games for the Windows Mobile.

Don't cross the streams!

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Sun, 24 Aug 2014, 04:06
brdtt12
Makes sense. Do you actually code separately on the two machines or just test? I haven't stepped into the windows area of coding(games / apps) so I have no idea how it differs from mac or android. Just web development experience there.
Sun, 24 Aug 2014, 04:15
Jayenkai
With the awesomely kickass Monkey, and my awesomely kickass Framework, I tend to do all my coding on Windows, because that's where all my tools are.
Plus the laptop/couch combo is cumfy!

Once complete, I simply drag'n'drop the folder over to the Mac, switch to iOS Target, and hit Compile. There's a bit of "neatening up" that has to be done in XCode, but it really is a painless process.
I haven't actually attempted MacOS compiles for a while, but it's supposed to be relatively painless, too.
Although I compile a Windows exe, I try my best to ensure the html5 editions of my games are suitably playable. That way, not only can you avoid the modern dangers of "OMG! YEW ARE TRYING TEW RUN A GAIM!?!" Windows/Mac Warning popups, you can also run the games on anything that has a browser.

Heck, most of my GameJolt stuff runs happily on the iPad! Just a shame that getting Audio to work on iOS Safari is harder than expected..

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Sun, 24 Aug 2014, 04:43
brdtt12
I've been apple user since I can remember but...
iOS Safari sucks!!!
One day apple will figure out a decent browser.

so did you write your own port for windows or just keep the code simple in html5 for it to understand?
Sun, 24 Aug 2014, 04:55
Jayenkai
I created my framework with multi-target in mind, so everything I did uses only the most basic of Monkey's functions. The bits and pieces that Mark himself is sure will run on all available targets.
There are target specific tweaks that have crept in, like html5 tries to stick to only 255,255,255 colours, iOS and now WinMobile both use mp3 instead of ogg for music, and obviously GameCenter only works on iOS, but for the most part it's coded so that I type one command, and it either succeeds or fails gently on the end device.

Suitably handles different resolutions, and aspect ratios, although I still need to code tweaks for certain ratios. Like the current golfing game, which plays really oddly when played in portrait.
But for the most part it's a case of "type in game, hit compile", and all runs swimmingly. The fact that I've only used the most basic of functions, means it generally tends to work!!

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Sun, 24 Aug 2014, 13:16
Afr0
Y'know, if you look around, Microsoft usually provides two links: one for the web installer, one for the whole thing...

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Afr0 Games

Project Dollhouse on Github - Please fork!