iPhone version support/feedback thread: Ep. 3

General feedback and discussion of the game.

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phoenixace
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Re: iPhone port, Episode 3

Post by phoenixace » February 24th, 2010, 10:51 pm

:( uhm okay i got a problem if somebody can help me and if u wouold help me asap


ok my computer is slow so it will prob. take 8 hours to download wesnoth epi 3 on my ipod touch soooo here's my questoin?

do i need to buy the previous wesnoth titles in order to play the epi 3 coz if i need to i can coz there sale only for today .99 each sooo if anyone can help me that would be really great and one more thing do i need internet to play this game? :augh: :eng: :hmm:

501st_alpha1
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Re: iPhone port, Episode 3

Post by 501st_alpha1 » February 25th, 2010, 12:27 am

At first I was slightly confused by what you meant, but I think I figured it out. What you are saying is that you don't want to download Battle for Wesnoth over a slow connection if you have to get a previous version first. You may already know that App Store updates are free and replace the older version. The frequent references to "Episode 3" in this thread is merely to distinquish between the current and previous versions. So no, you do not need to download anything but the BfW app in order to run it.

Teo
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Re: iPhone port, Episode 3

Post by Teo » February 25th, 2010, 11:26 am

Wesnoth is localized. What about a localization for iPhone port?
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jayce
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Re: iPhone port, Episode 3

Post by jayce » February 25th, 2010, 12:01 pm

[quote="Teo"]Wesnoth is localized. What about a localization for iPhone port?/quote]

During the betas, Kyle explained that he removed the localization for size purpose...

But... If a multi-lingual app is too big, maybe multiple apps could be made ?
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jayce
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Re: iPhone port, Episode 3

Post by jayce » February 25th, 2010, 12:03 pm

jayce wrote:But... If a multi-lingual app is too big, maybe multiple apps could be made ?
Or, add the ability to download a language pack. So, the app is sell with english only, and language packs can be downloaded from the app as plugins ?
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Captain_Wrathbow
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Re: iPhone port, Episode 3

Post by Captain_Wrathbow » February 25th, 2010, 1:06 pm

The edit button is so that you can add to your old post when you have something new to say so you don't have to double post. :eng:

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jayce
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Re: iPhone port, Episode 3

Post by jayce » February 25th, 2010, 1:08 pm

Captain_Wrathbow wrote:The edit button is so that you can add to your old post when you have something new to say so you don't have to double post. :eng:
Oh.... I just didn't see it... :roll:
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Captain_Wrathbow
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Re: iPhone port, Episode 3

Post by Captain_Wrathbow » February 25th, 2010, 11:58 pm

No problem, just remember for next time. It's an easy and common mistake to make. :)

Now somebody post something on-topic to get back on track. I'm finished derailing. :wink:

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KylePoole
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Re: iPhone port, Episode 3

Post by KylePoole » February 26th, 2010, 10:57 am

Thanks for the bug reports everyone!

For the next update, there will be no more scrollbars, just drag the content area like the iPhone style.

Also you can call up an enlarged minimap, I call it the megamap. One tap on the minimap displays the megamap, tap again on the spot you want to focus on. It makes navigating the map really easy, better than having a zoom out feature I think.

Image

This is from "The South Guard - Choice in the Fog", so you can see how it displays the shrouded areas. Like the minimap, it is automatically scaled based on the map size, so the tiles will show more or less detail depending on the map

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thespaceinvader
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Re: iPhone port, Episode 3

Post by thespaceinvader » February 26th, 2010, 11:07 am

Kyle: I think the translations issue is an important one. Would the current translations be integratable with the iPhone version? If so, could they be made available as an option after the initial download?

Our translators put a lot of work into them, it would be good to have them available on all platforms.
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ivanovic
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Re: iPhone port, Episode 3

Post by ivanovic » February 26th, 2010, 12:42 pm

thespaceinvader wrote:Kyle: I think the translations issue is an important one. Would the current translations be integratable with the iPhone version? If so, could they be made available as an option after the initial download?

Our translators put a lot of work into them, it would be good to have them available on all platforms.
One problem with translations is that they do increase memory usage. Yes, when playing wesnoth on a normal computer and you do not use American English but one of the translations you use about three to four megabyte more memory. It does not sound like much, but for an embedded device like the iPhone this *is* a lot and can be a problem. So I do assume that at least for the moment there won't be translations support on the iPhone.

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arcite500
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Re: iPhone port, Episode 3

Post by arcite500 » February 28th, 2010, 7:06 am

Ive put this up in several spots just to put it out there once more here is my issue

I wanted to say the Scenario 4 on Invasion from the Unknown 1 is glicthed i cant get past turn 5 as the game would crash and go to the main screen on my itouch, Id like to hope for a swift fix since im going to basic in a couple weeks and Id like to finish IftU before I go. :) Love Wesnoth though great stuff and hoping for more like IftU

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Re: iPhone port, Episode 3

Post by Sangel » February 28th, 2010, 7:21 pm

ivanovic wrote:One problem with translations is that they do increase memory usage. Yes, when playing wesnoth on a normal computer and you do not use American English but one of the translations you use about three to four megabyte more memory. It does not sound like much, but for an embedded device like the iPhone this *is* a lot and can be a problem. So I do assume that at least for the moment there won't be translations support on the iPhone.
You know, Apple might allow you to put up "Localized" versions in different national iTunes stores. If so, the French iTunes store could have a version with French and English, the German iTunes store could have a version with German and English, etc, etc. That way you could keep the size of the app down, but still cater to the dominant language in each country. Hell, if certain iTunes stores covered countries with strong multiple languages, you could cover all of them that Wesnoth had translated.
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ivanovic
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Re: iPhone port, Episode 3

Post by ivanovic » February 28th, 2010, 11:59 pm

Sangel wrote:
ivanovic wrote:One problem with translations is that they do increase memory usage. Yes, when playing wesnoth on a normal computer and you do not use American English but one of the translations you use about three to four megabyte more memory. It does not sound like much, but for an embedded device like the iPhone this *is* a lot and can be a problem. So I do assume that at least for the moment there won't be translations support on the iPhone.
You know, Apple might allow you to put up "Localized" versions in different national iTunes stores. If so, the French iTunes store could have a version with French and English, the German iTunes store could have a version with German and English, etc, etc. That way you could keep the size of the app down, but still cater to the dominant language in each country. Hell, if certain iTunes stores covered countries with strong multiple languages, you could cover all of them that Wesnoth had translated.
The issue is *NOT* filesize (or size of the download). The problem is how translations do work. They work by using a lib named "gettext" which basically does runtime replacement of strings and for this requires some additional space in RAM. No, it is not trivially possible to just auto replace the text in the wml and source files!

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Re: iPhone port, Episode 3

Post by thespaceinvader » March 1st, 2010, 12:01 am

Oh well. SLAGIATT. If it can't be done, it can't be done.
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