Hello,
As I spoke of in a recent post, you may recall my issue.
In my game you press a button, it calls box:applyLinearImpulse(0, impulseUp, box.x, box.y)
Now my issue is that sometimes it doubles the amount it should. The impulseUp value is -1.8. In the simulator when I was developing, it was -0.9 with the same effect. When I switched to device, I had to double it to get the same effect, which is something that is beyond me.
How can I get an even upward force? I was referred to applyLinearVelocity() which I don’t believe exists, I couldn’t find it in docs or through lua reflection. Is there a better way? It is rather annoying, as sometimes it goes WAY up or not at all.
Second, iPhone/iPod 5. Right now this is my config file
isTall = ( "iPhone" == system.getInfo( "model" ) ) and ( display.pixelHeight \> 960 )
if isTall then
application =
{
content =
{
width = 320,
height = 568,
scale = "letterbox",
xAlign = "center",
yAlign = "center",
imageSuffix =
{
["@2x"] = 1.5,
["@4x"] = 3.0,
},
},
LevelHelperSettings =
{
imagesSubfolder = "Images",
levelsSubfolder = "Levels"
}
}
Now it seems to work well in the simulator, but I have reports of it not working on iPod 5. I haven’t been able to track down an actual iPhone 5 to see if it works, but am getting on that ASAP. Is there a different way to check for iPod? How about iPad? If I wanted to do a build for ipad only, how can I check for that?
And I guess lastly, with Peach’s departure, so went the tutorials. The one that in particular I miss, is the “How to add a Rate it Button” and I was wondering if there was another reference to doing this?
Ryley [import]uid: 28237 topic_id: 34501 reply_id: 334501[/import]