Author Topic: MegaGlest for IPAD  (Read 1940 times)

Kikitator

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MegaGlest for IPAD
« on: 2 December 2012, 13:18:15 »
Ok,

Sorry if the formulation isn't very correct but I'm French and it's not evident  :angel:
 
I think you should adapt the game for IPADs. (Free apply if possible)

The IPADs are very sold now and I think it would be great for everyone if you did that.

Thank you for you attention. :)

Pizza90

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Re: MegaGlest for IPAD
« Reply #1 on: 2 December 2012, 22:46:17 »
I dont think an ipad is powerful enough to run megaglest, and what about the controls? It would be very hard (i think) to implement them. Without thinking that apple doesnt accept gpl software in it's store and mg it's gpl.
I translated Megaglest in italian and i keep the translation updated.

Omega

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Re: MegaGlest for IPAD
« Reply #2 on: 3 December 2012, 07:23:07 »
I don't see this happening. The obvious issue is that an iPad isn't strong enough to run MegaGlest at a reasonable quality. Next is the controls issue. While doable, the touch screen is difficult for fast paced gameplay. It lacks the precision of a mouse (unless you use a stylus, but most don't). Finally, much of the positioning code would have to be changed to work for the iPad's screen. And I can't even speak for whether or not iOS has the technology needed to run MegaGlest (software-wise). And if we ever did come to support a tablet, I'd see Android as being a more viable option than the iPad. According to this recent story, the iOS platform holds about 55% of the tablet market and Android is expected to become the dominant tablet OS sometime next year. Also, I'm not entirely sure about the size for most tablet games, but they generally seem pretty minimalist, which makes sense, since tablets have laughably little storage space (and designers charge insanely high prices to upgrade to the next storage size, as seen by how a 16 GB iPad is $500 while a 32 GB is $600). MegaGlest is about 250 MB, but with mods, can easily grow from half to one gigabyte. Display size may also be an issue. The smallest tablets are 10.1 inches, but 7 inch tablets are starting to look prominent (particularly with the Nexus 7). Finally, most mobile and tablet games are pick up and play. They usually consist of short, easily broken up levels. While there is some exceptions, they're a minority compared to the angry birds style of games. The average MegaGlest game probably takes about half an hour, though an hour or so isn't uncommon either. All of these make the tablet an unviable platform for a game like MegaGlest.

At any rate, we can't even get a Mac version of the game up-to-date, so I don't see a tablet version coming in the forseeable future.
« Last Edit: 3 December 2012, 07:35:07 by Omega »
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MoLAoS

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Re: MegaGlest for IPAD
« Reply #3 on: 3 December 2012, 10:15:48 »
Isn't GPL software illegal on the app store anyways? I think the license terms are in conflict with the ToS.

Omega

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Re: MegaGlest for IPAD
« Reply #4 on: 3 December 2012, 13:09:58 »
Isn't GPL software illegal on the app store anyways? I think the license terms are in conflict with the ToS.
Pretty much. Here's a fantastic example of what happened when someone tried to port VLC to iOS.
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MoLAoS

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Re: MegaGlest for IPAD
« Reply #5 on: 3 December 2012, 13:41:06 »
Yeah I read about that. Crazy ass Apple.

tomreyn

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Re: MegaGlest for IPAD
« Reply #6 on: 3 December 2012, 13:47:33 »
For what it's worth, this topic was already discussed a while ago.

Conditions which need to be met and work which may need ot be done before a port to any new mobile platform (such as iPad) is thinkable:
  • GPLv3 compatibility of this platform and its operating system (software installation/distribution system)
  • Hardware for building and testing must be (made) available to the developers
  • Hardware needs to provide sufficient resources for MegaGlest to run on it, and at acceptable speed
  • The developers need to actually want to do it (this will probably not be the case unless the above preconditions are already met)
  • MegaGlest would need to support the GL implementation of the given hardware (this may come close to a rewrite)
  • The MegaGlest GUI would need to be overhauled to allow for entirely touch based control
The iOS platform is clearly failing on the first condition, and I don't see this changing anytime soon.
Put simply, if you were trying to buy a piece of hardware and a service contract which allows for versatility and openness, then you sadly spent your money on the wrong device with the wrong strings attached from the wrong (in terms of their current philosophy) company.
« Last Edit: 3 December 2012, 13:53:21 by tomreyn »
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