specifying device compatibility

I trying to find out how to set these parameters, like iOS device and iOS version.
E.g. iPhone 4 and up for device.
Can I write that somewhere into the config file?
Regarding iOS version I am very unsure, how does one know that? e.g. 4.2. 5.1. etc?
Thanks for insight. [import]uid: 109677 topic_id: 23558 reply_id: 323558[/import]

anyone, please?

It is the only issue holding me back from submitting.

In the build dialog, the device compatibility setting got removed but I found no documentation, no documentation either for the iOS version issue. Please help. [import]uid: 109677 topic_id: 23558 reply_id: 94743[/import]

@une.ulvedal, if you haven’t looked at this already, maybe this can help: http://developer.anscamobile.com/reference/index/systemgetinfo

If you want to specify the minimumOSVersion for your app to work, you set it in plist of the build.settings. You can set the iOS version higher than what is supported for it to be effective. See here: http://developer.anscamobile.com/forum/2011/07/06/prevent-old-iphone-and-ipod-users-downloading-app#comment-59940

If you want to get the iOS version from the device after the app is already installed on it, I’m not sure if it can be done. I haven’t investigated system.getInfo( “platformVersion” ) yet. I wonder if it would do the job.

Naomi

[import]uid: 67217 topic_id: 23558 reply_id: 94813[/import]

Try the DeviceInfo sample app shipped with CoronaSDK. It displays device information using the system.getInfo API. [import]uid: 7559 topic_id: 23558 reply_id: 94815[/import]

Wow, Tom, thanks! This is a really good sample app to figure out what system.getInfo API can do. On simulator, the “platformVersion” shows my OSX version – but I have a feeling it would return iOS version on device. This is great!

Naomi [import]uid: 67217 topic_id: 23558 reply_id: 94831[/import]

concerning OS version thank you, I had not seen this posting by JB. So that is fine.

But he also says, if device able to run this OS then it will run the app, which is untrue. My app is for iPhone retina (4,4s,current iPod Touch), there will be issues on 3gs. I am using custom physics shapes, sprite animation and text, all of them made for retina screen size.

In the appstore on left hand side there usually are specified the device requirements. system.getInfo is used when running on device(?), when it is too late and app already is downloaded. so what I am after to achieve is that the requirements are displayed correctly for the app and I was thinking that this is done in the .plist file (like the icon and all other specifications?
So I am still unsure what to do about it, I think 4.3 iOS will be fine but that runs also on 3GS, even 5 does, but 3Gs has no retina display, so there still is this problem how to exclude pre-iPhone4 devices. [import]uid: 109677 topic_id: 23558 reply_id: 94834[/import]

Have you looked into letterbox setting? If your main concern is how your app appear on 3GS, you may want to look into this:

http://developer.anscamobile.com/forum/2012/03/12/understanding-letterbox-scalling

My game scale up, but I’d imagine scaling down high resolution images wouldn’t be so bad?

Naomi [import]uid: 67217 topic_id: 23558 reply_id: 94849[/import]

@une.ulvedal,

If you want to limit your app to iPhone4 and newer, you need to specify in the plist of the build.settings file something that is only available on that device (e.g., front facing camera). You can search Apple’s documents for the correct plist parameters or search the Corona forums for examples.

Doing this in Corona is no different than trying to exclude devices if you were developing your app using Xcode. [import]uid: 7559 topic_id: 23558 reply_id: 95061[/import]

Thanks again both.

Scaling up and using suffix for high res images worked for my graphics, but not physics, sprite animation, and text. So i tried to scale down, but that gave strange results in the simulator, I have no test device for that. Hence my concern. Now with the new ipad this issue of scaling cannot be avoided anymore, so I will have to look into that soon, I imagine that many are struggling with that right now.

front facing camera sounds like the best solution for the current problem, the current ipod model has that too AFAIK.
[import]uid: 109677 topic_id: 23558 reply_id: 95092[/import]

@une.ulvedal, I use physics and sprite animation, and my game can scale up to work with iPad3 Retina as well as super basic old, old iPod 2G (with iOS 3.1.3 on it). I’m using daily build 704 that came out yesterday, which is the update to the initially released 704. (Just in case you are not aware, there was 704A build with temporary patch, but the new stable release version of 704 with iPad3 Retina support is the one I’m using now. It works great.)

Mine has letter box setting with @2x and @4x suffix added. With my game, physics scale perfectly fine without me doing anything special for scaled version. As for the sprite animation, I use Spriteloq, which supports dynamic image resolution (and scaling works perfectly fine with the v1.4.10 that just came out.)

If you use Flash to generate animation, I highly recommend Spriteloq:

http://developer.anscamobile.com/forums/spriteloq-flash-corona®-exporter

http://www.loqheart.com/spriteloq/

Naomi [import]uid: 67217 topic_id: 23558 reply_id: 95204[/import]

By the way, if you are okay with not supporting pre-4.3 iOS, then you might just want to work with the most recent daily build. I believe it includes dynamic image resolution for sprite animation as well as brand new retina supported text. If you look, you’ll find a lot of this have been discussed on Forum.

Naomi [import]uid: 67217 topic_id: 23558 reply_id: 95205[/import]

thanks for the info, it is really much appreciated and helpful!
(I am totally new to this field, still trying to learn Lua/Corona plus catching up on the new developments, would be impossible without the support here) [import]uid: 109677 topic_id: 23558 reply_id: 95219[/import]

I’m glad to help. I was a complete newbie before, and I was helped and was super happy for the help – and now I’m giving back what I can. I started fooling around with Corona SDK back in July last year, and I have absolutely no programming background (no formal training whatsoever.) I think the Forum, the Corona Community and the helpful, dedicated & super capable Ansca Staff are what make this SDK special (along with the amazing language, the Lua.)

Once you feel more comfortable and become familiar, I hope you’ll turn around and help out others when you can. :slight_smile:

Cheers,
Naomi [import]uid: 67217 topic_id: 23558 reply_id: 95227[/import]