The old iPhone port thread

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KylePoole
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The old iPhone port thread

Post by KylePoole » November 24th, 2009, 5:17 am

The official iPhone port of Battle for Wesnoth has been released!

http://itunes.apple.com/us/app/battle-f ... 91963?mt=8

The price is $4.99, with proceeds going back into the Wesnoth project. If you do decide to purchase, please be sure to post a good review on iTunes to support Wesnoth!

The next update should be submitted by the end of the week.
Last edited by shadowm on February 7th, 2010, 2:31 pm, edited 3 times in total.
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StandYourGround
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Re: Wesnoth for iPhone out now!

Post by StandYourGround » November 24th, 2009, 6:51 am

One word... Amazing!
I will now resume lurking silently.

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Re: Wesnoth for iPhone out now!

Post by Zerovirus » November 24th, 2009, 12:47 pm

I'm not so certain about this. Certainly it's good ol' wesnoth as we all know and love, but compared to many other apps Wesnoth seems less... Fluid. Sometimes animations are speeded up or slowed down in frames, and clicking hexes are still somewhat difficult at times.

Still, I hope this app does well!

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Re: Wesnoth for iPhone out now!

Post by johnny-p » November 24th, 2009, 10:45 pm

Kyle thanks for all your hard work. I have seen references to the source being available, but cannot find it, or any links. Could you please update on the status of that. Thanks

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Re: Wesnoth for iPhone out now!

Post by Mythbuster » November 25th, 2009, 12:02 am

Hm, I am not that happy .... I played the game two years ago and it was nice ...

But now: The iPhone Version runs very slow ... it is really lagging!

And the actual PC version does not run on my Windows 7 Notebook ... sad ...

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Re: Wesnoth for iPhone out now!

Post by KylePoole » November 25th, 2009, 1:48 am

If you are experiencing slowdowns, try freeing some more memory on your device and resetting. Also you can try deleting the game, make sure you have 400mb free, reset, install, reset again. Some people have said that made a big difference...

The project page is now located at http://wesnoth.kylepoole.com
Last edited by KylePoole on November 30th, 2009, 6:40 am, edited 1 time in total.

Mythbuster
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Re: Wesnoth for iPhone out now!

Post by Mythbuster » November 25th, 2009, 1:55 am

I did a reset and I have three GB free. :(

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Re: Wesnoth for iPhone out now!

Post by Zachron » November 25th, 2009, 5:38 pm

3 GB is a lot more than 400 MB though. (about 7 times as much)

Next Step, would be getting Wesnoth on XBox Live. lol.
Last edited by Zachron on November 25th, 2009, 5:43 pm, edited 1 time in total.
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Re: Wesnoth for iPhone out now!

Post by IntergalacticWalrus » November 25th, 2009, 5:41 pm

KylePoole wrote:The price is $4.99, with proceeds going back into the Wesnoth project.
Can we have an official confirmation of that statement from at least one Wesnoth maintainer (that is not Kyle)? I am not buying this until I know for sure that this is true.

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Re: Wesnoth for iPhone out now!

Post by sofakng » November 25th, 2009, 6:44 pm

I've purchased this game and am very, very happy that it was ported to the iPhone.

However, it runs incredibly slow even on my 3GS. According to the app store comments (and other forums), this is what everybody is saying and I'm fearful of the reviews this game is going to get because of it.

Are there any plans to optimize this and fix this problem?

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Re: Wesnoth for iPhone out now!

Post by StandYourGround » November 25th, 2009, 10:06 pm

Hmm.... Maybe I'm just lucky with my 32GB iPod Touch. My versions since the original beta to now have been getting steadily faster and smoother. Granted, the momentum scroll is unintuitive, but that's my only real complaint.
I will now resume lurking silently.

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Re: Wesnoth for iPhone out now!

Post by Zerovirus » November 26th, 2009, 12:54 am

How do the animations on the PC work?

I ask because it seems that you guys use a method where you put one picture on, wait a short amount of time, replace it with the next frame, and continue until the entire animation is finished. This may not be the most suitable method for use... I dunno, it just seems a bit... mechanical. Aren't there more elegant ways of doing this? I ask because it's probably the one major reason why the Iphone port lags so much.

Of course, I could be wrong. This is just guessing from the fact that every time the game slows up the animations are frozen then whey they resume they are at uneven frequencies.

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Re: Wesnoth for iPhone out now!

Post by KylePoole » November 26th, 2009, 9:01 am

IntergalacticWalrus wrote:
KylePoole wrote:The price is $4.99, with proceeds going back into the Wesnoth project.
Can we have an official confirmation of that statement from at least one Wesnoth maintainer (that is not Kyle)? I am not buying this until I know for sure that this is true.
Heheheh well until Dave chimes in, you can read the other port announcement thread. From that $4.99, Apple gets a cut, I get a cut, and Wesnoth project gets a cut. Of course if you are really paranoid you can wait until Wesnoth gets a check to confirm...

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Re: Wesnoth for iPhone out now!

Post by KylePoole » November 26th, 2009, 9:05 am

For anyone looking for the source, the project page has been changed to the below

http://wesnoth.kylepoole.com
Last edited by KylePoole on November 30th, 2009, 6:38 am, edited 1 time in total.

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Re: Wesnoth for iPhone out now!

Post by Sapient » November 26th, 2009, 12:42 pm

Zerovirus wrote:you put one picture on, wait a short amount of time, replace it with the next frame
as opposed to...? :hmm:
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."

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