At this point, what's the shortest path to an iOS/Android app?
brian at milby7.com
Sat Dec 16 13:34:12 EST 2017
Take a look at this thread in the forum:
The issue where the GM and PM don't natively work on mobile should be fixed
soon (already merged on the develop-8.2 branch). The example stack in that
thread includes the necessary code for them to work now though. It also
lets you see how the different scale modes work on a device.
There are a number of different techniques that can be used to account for
the different screen sizes on mobile. Using GM/PM has not been an option
without some manual work. If you look in the forums there are a few
different methods that are suggested:
- Use multiple cards to handle the portrait/landscape switch (i.e. on
tablet where the interface could be significantly different)
- Write manual resize handlers that move controls based on the actual
- Layout the controls in such a way that screen scaling can be used without
One thing about iOS... if there is not an appropriately sized splash screen
image, the app will only think you have a screen the size of an iPhone 4
(the default that is included by the IDE).
On Fri, Dec 15, 2017 at 2:59 PM, Geoff Canyon via use-livecode <
use-livecode at lists.runrev.com> wrote:
> I have an app that I want to put into the app stores. I don't want to
> charge for it. It's a super simple memory game, it took just a few hours to
> build. There's nothing complex about it, just a handful of buttons, a few
> fields, and a couple sliders.
> It's been a while since I investigated -- If I want to turn it into
> something that works just in portrait, but works for various phones and
> iPads, etc., what's the simplest path to that goal?
> Is there a ready-made shell that people prefer that I should copy the
> elements of the app into? Or is there a mobile-specific library that I
> should be copying into the app?
> What do people prefer to use at this point?
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