How to play the game via the simulator and get input from an actual device?

Hi,

In order to record video from my game I need to record playing the game but my game gets fast at some point and gets impossible to keep up with mouse or touchpad to play it properly and I don’t know a way to record my iDevice’s screen at 60fps.

So is there anyway to make simulator connect to the iDevice and get input from it so I can record my laptop screen?

Thanks.

There is an app called “Refelctor” you can get for your mac that uses iOS’s screen mirroring feature so you can play on your device and have it show on the mac’s screen where your screen capture software can use it.  This works great if both the iDevice and Mac are on the same wi-fi network.  Though I’m not sure how good it is at updating at 60fps.

Also the folks at M.Y. Developers have a module you can include that will let your device talk to the simulator to do this as well.  But you have to get support from them on how to use it.  But you supposedly can get real events like the accelerometer and such sent to the simulator from the device.

Why not just add a keyboard control? it’s so hard to make developers corona lab?

For one thing, we are building for touch devices without keyboards (in general. Yes you can add a blue-tooth keyboard), so giving you keyboard support for the simulator is a “would be nice” feature, it’s not a must have feature.   Now that we plan to support Ouya and the other bluetooth game controllers that work with Android, these events are now more important than before when there was no devices to produce these events.

We have recently added mouse and keyboard support for Android and Windows.  See:

http://docs.coronalabs.com/daily/api/event/mouse/index.html

http://docs.coronalabs.com/daily/api/event/key/index.html

The docs do point out that iOS does not provide these events.  All input is through the native widgets that show the keyboard.   We have not implemented these features in the OS-X simulator yet.  These became available around build 1179 to pro subscribers.

iOS 7 is supposed to support Bluetooth game controllers.  Once we get that available, then Engineering might move forward to providing this for iOS 7.

For mac keyboard support is very much needed in simulator, so it would be convenient to test our game Draw Rider. And any other game where a lot of on-screen buttons.

have you tried this

http://developer.coronalabs.com/code/keyboardinput

Thank you, but this is nonsense, we will wait for the buttons will add support for mac.

I’ve asked if there is a time frame on getting keyboard support into OS-X.  There may be technical reasons why it’s not happened yet.

There is an app called “Refelctor” you can get for your mac that uses iOS’s screen mirroring feature so you can play on your device and have it show on the mac’s screen where your screen capture software can use it.  This works great if both the iDevice and Mac are on the same wi-fi network.  Though I’m not sure how good it is at updating at 60fps.

Also the folks at M.Y. Developers have a module you can include that will let your device talk to the simulator to do this as well.  But you have to get support from them on how to use it.  But you supposedly can get real events like the accelerometer and such sent to the simulator from the device.

Why not just add a keyboard control? it’s so hard to make developers corona lab?

For one thing, we are building for touch devices without keyboards (in general. Yes you can add a blue-tooth keyboard), so giving you keyboard support for the simulator is a “would be nice” feature, it’s not a must have feature.   Now that we plan to support Ouya and the other bluetooth game controllers that work with Android, these events are now more important than before when there was no devices to produce these events.

We have recently added mouse and keyboard support for Android and Windows.  See:

http://docs.coronalabs.com/daily/api/event/mouse/index.html

http://docs.coronalabs.com/daily/api/event/key/index.html

The docs do point out that iOS does not provide these events.  All input is through the native widgets that show the keyboard.   We have not implemented these features in the OS-X simulator yet.  These became available around build 1179 to pro subscribers.

iOS 7 is supposed to support Bluetooth game controllers.  Once we get that available, then Engineering might move forward to providing this for iOS 7.

For mac keyboard support is very much needed in simulator, so it would be convenient to test our game Draw Rider. And any other game where a lot of on-screen buttons.

have you tried this

http://developer.coronalabs.com/code/keyboardinput

Thank you, but this is nonsense, we will wait for the buttons will add support for mac.

I’ve asked if there is a time frame on getting keyboard support into OS-X.  There may be technical reasons why it’s not happened yet.

Hey all,

Corona Labs was kind enough to let me write a guest tutorial on their blog that shows how to add controller input in the Mac Simulator with just one line of code. I think it’ll give you what you are looking for, GamingStudio17. Please check it out and let me know what you think: http://coronalabs.com/blog/2013/11/12/tutorial-simulating-game-controllers/

Thanks,

Jason

The buttons on mac are already working.

Hey all,

Corona Labs was kind enough to let me write a guest tutorial on their blog that shows how to add controller input in the Mac Simulator with just one line of code. I think it’ll give you what you are looking for, GamingStudio17. Please check it out and let me know what you think: http://coronalabs.com/blog/2013/11/12/tutorial-simulating-game-controllers/

Thanks,

Jason

The buttons on mac are already working.