slime wrote:- I'm using an iPad 2 (1024x768 screen resolution) and the game doesn't fill up the screen correctly: menu, ingame.
I only use scale-to-fill when love.system.getOS() == 'Android'. Does love.system.getOS() return 'iOS' on iOS?
Anyway, I can't debug iOS specific issues, as I don't have an iOS device. Help would be appreciated.
- The status bar shows up on iOS unless you make the window either borderless or fullscreen.
Isn't it good that the status bar is visible? It is visible for most games/apps I use on Android at least.
We might not be talking about the same status bar though. I am talking about the one that contains the virtual navigation buttons, the notification area, clock, etc, which is good to have visible at all times. It's probably different on iOS though.
I guess it could be made optional.
slime wrote:- As far as I know there isn't a way to get to the menu screen once I've started the game.
On Android, the standard "back" button works. love-android-sdl2 seems to map it to the escape key.
Again, I can't test this on iOS.
slime wrote:- The quit button shouldn't be there on mobile - the user is supposed to exit apps through the OS UI, and programmatically quitting via love.event.quit won't actually do what you might expect, at least on iOS (it just keeps LÖVE alive as a zombie with a black screen.)
I'll remove it.
SneakySnake wrote:- On iOS, decoding mp3 or AAC files uses less CPU than decoding ogg (this is usually only relevant for streaming Sources, like music, which will continually be decoded while the game is running.)
I don't want to change the assets of the game, especially not to a proprietary format like mp3.
slime wrote:- Since the game doesn't use the accelerometer, you can disable the love.joystick module to save some CPU usage (on iOS, at least.)
Done.
In any case, help with iOS development would be appreciated.