Where's the updates?
News of updates?
introductions to your new programmers?
Any sign of momentum, at all?
on iOS 11, I've tried Quicktime to a Mac, iOS onboard recording and Screenflow.
Screenflow is worth the extra cost if resolution is important to you, it's the only one that will sustain it..
Screenflow's editor is a bit of a funky, infuriating mess. If you've got any experience in Premiere or FinalCut, go back to them for editing.
Quicktime requires messing around with an audio pass through device that's tricky to set up, and doesn't record in HQ for very long before dropping to a much lossier and uglier mess.
The onboard iOS recorder is the worst, it will happily drop to 240p in no time at all. And it's not a good looking pixelation, it's a blurry mess.
One of the advantages of all of these, they fire enough and do enough to constantly interrupt CADisplayLink - this causes the cocos2D loop bug in hyperPad to constantly get reset, so you get smoother gameplay than normal.
@cyber_death I apologise if this comes off as rude.
I see, forever, Linux users asking for ports of everything they love, to their OS.
They NEVER consider the cost of the endeavour, nor the possible benefits of the effort... which are next to zero because Linux users have a reluctance to pay for anything and a bizarre presumption that their OS is saving the world.
Windows users don't have the presumption they'll save the world, but do tend to avoid paying for anything, ever.
Friends of mine make popular (and famous) plugin synths for Windows and Mac.
Mac copy rate = 4 to 1. 1 sold, four copies
PC copy rate = 25 to 1. 1 sold, 25 copies
iPad copy rate = only China, and irrelevant to sales
Total sales = 1:1:4 = Mac, Windows, iPad
With the price of their iPad versions being about 1/4 of the Mac and Windows versions.
Linux doesn't even rank as being worth their time.
This one is easy.
Get rid of the slider. The slider provides no benefit worthy of what its usage requires be removed.
Swap it out for a mechanism exactly the same as how Duration is chosen and set.
Done. Go have lunch. Take the rest of the day off. You've earned it.
Sadly, you've been sold a lie. By the media telling you to expect cross platform everything... a media controlled (and effectively) owned by Google, a company that stands to benefit more from creating this expectation than anyone else. Hence their reasoning for attempting to create this expectation.
There is NOTHING easy about porting anything to any other platform.
That asterix*... there's no sure thing... even if you make these sacrifices, when it comes to getting things to work cross platform.
Please know this: hyperPad took option 2, very wisely.
Objective-C is really STILL the only language capable of running something as elegant as reloading an operating environment within an environment in iOS, as hyperPad does. If you were to try this in Swift you'd be chasing your tail, all the time. Swift isn't nearly finished, either. They still break things with each significant upgrade.
Objective-C is not cross platform. Not even close to it. Beautiful language, far more so than C++, and make C# look like the utterly verbose remake of Java that it is.
There aren't other game engines (other than what they're using, which is cocos2D-iPhone) able to do what they're doing... except SpriteKit and SceneKit, both of which are expressly Apple, too. So no cross platform when choosing that path, either.
Cocos2D-X is a layered, contrived myriad of byzantine dependencies and general build and administration disasters I would not wish upon my worst enemy. And that's if you're only targeting one platform with it. Aim at 2 and you'll need to hire someone just to administer the setup and maintenance of compiling and using the thing. It's a MESS, because it's maintained in a country where teams are big and money is thrown at programming projects at a size and scale that would make you blush, and where workers work HARD.
Porting to Mac engages almost zero people, and makes for no benefit... it's a touch screen focused coding and creation environment, in which there's nothing fun about porting to a mouse driven world. Exporting to Mac... possible, but still requires that they own several Macs, from each genre, with multiple versions of OSX installed... test, test, trial... test... etc. And they can't ship updates now... so.... nah.... probably not.
Porting the exporting to the Apple TV is the easiest thing as tvOS is fundamentally very similar to iOS... but... wasn't a thing when cocos2D-iphone was built and last maintained... and it would still involve an enormous amount of testing and then there's problem solving with the input devices of Apple TV... which, thanks to Tim Cook, are ridiculous. Bad. In the extreme. And handled worse. It seems nobody cared about this, because he didn't.
It's not reasonable to expect a porting from iPad to ANYTHING else anytime soon. Enjoy that it's on the iPad and continue to beg them for Undo in the Behaviour Editor and a fix of the "game loop" so your battery lasts longer and you get a stable 60fps everywhere.
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