Accelerometer in Simulator

I think I have figured out a way to get your real iPhone to provide accelerometer control for the simulator.

It would work like this...

1. Download remote from AppStore
2. Download .lua file and include in your app
3. Replace your accelerometer listener with my special listener
4. Open my app on iPhone and boot the simulator with your app
5. They auto pair and start communicating
6. You can now control the simulator with the accelerometer.

Now this is a bunch of work so before I start I need to know the following

1. Is this something people want?
2. Would you pay a couple of $ for it?
3. Any specific features you need?

Limitations

1. Wifi only
2. Internet connection needed for pairing
3. No onscreen iPhone feedback of whats displayed in the simulator
4. It may reduce framerate slightly ( I say may, probably not )
5. It might not be as accurate / smooth as a real accelerometer ( depends on network speed, I will allow a speed setting )

Reason for charging is that it will be a bunch of work, it will need a server for pairing and I have other more profitable things I could be doing.

Anyway the feedback here will ultimately decide if I progress...

Matt

I think it sounds like a great idea, will you charge for just the app on the iphone?

That would be the plan, the iPhone app would need to be a download. Im thinking $2.99 so something around that price.

Its not $0.99 as the app will have a very limited appeal and I wouldn't think it would make back what I spend on the server but hopefully it would balance out.

I'd definitely buy the app if I were to do more accelerometer based games. It would reduce time in testing, and also allow me to record better gameplay videos without too much of a reduction in framerate (the way I'm doing it now reduces framerate way too much).

That's amazing if you could get something like that working!

The recording aspect is something I didnt think of!

If I can get this working smoothly then it would also open up multiplayer games over wifi as it would use the same system.

Easily $10 worth (oh yeah, app store, make that 9.99) if it worked OK.

I'd definately purchase this app!

Ace

I'd definitely buy it.

Why not try to tap into the Mac's built-in accelerometer and then we wave the macs to see how it work

Sorry, I forgot that the iMac does not have that, and I cannot wave my 27" iMac.

+1 for the idea of having an accelerometer input to the simulator.

:)

cheers,

Jayant C Varma

I can't wait to waft my 27" iMac about haha

Ace

Hit the first wall.

There doesnt seem a way I can get the local network address of the iPhone from within Corona.

Anyone know different?

So it's not just me then. I tried the same for wifi multiplay (since there's no Bluetooth support). Hopefully someone's figured how to get it.

OK its getting there.

http://www.coronaremote.com/

Corona Remote is now released, accelerometer support in Corona Simulator!

http://www.coronaremote.com/

I have an iPhone 2G (still using this!) and I just read the itunes page of CoronaRemote where is stated: "Please note iOS 3.2 or greater is needed for Corona® Remote to function on your device." In the Requirements is: Compatible with iPhone, iPod touch, and iPad. Requires iOS 3.1 or later. I need iPhone with 3.2 or will also work with 3.1? In my 2G I can't update any more from 3.1.3. Thanks

Hi attanze

I'm going to be updating the core to work on 3.1. At the moment on 3.1 the fonts don't work but that should be an easy fix

Thanks for your effort. I will put this in my order list.

Its with Apple now waiting for approval.

If you do decide to purchase the app ones its out please provide feedback as I couldn't test on 3.1 Cant roll back any of my phones from 4 and Apple have stopped signing any new restores for 3.1.x

Hey Matthew - this app is fantastic. I can see it helping a lot.

Would you be able to add touch functionality to this as well? Then you'd basically have a remote control for the games. Since you can't see anything it's not ideal - but I think it would work well enough for testing (not much different to playing an xbox game - only there's no feedback)

Once Ansca adds multi touch functionality to the preview it would become the ultimate test setup :)

Ive experimented with touch and while it looked promising I couldnt get buttons who's touch listener was register to self rather than the runtime.

Ive updated with a compass and a few different views which is now waiting for review.

Im about to implement the new network api of Ansca's as it should allow for a smoother connection, well one that doesnt slow down the simulator on a bad network.

After that I will have another look at touch. My initial thought was how can I make the touch full screen and yet give the user access to the controls? Maybe shake activates the menu when using touch?

thanks btw, I hope it proves useful.

views:1843 update:2011/9/18 14:43:09
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