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Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sat Feb 25, 2012 7:07 pm
by skydereign
Clokio wrote:
skydereign wrote:What do you mean put on the device? Are you using geplayer? If so you can use ftp via command line, or if you prefer download something like filezilla and transfer it that way.

Have a ipod Touch 4. I created a game on my mac using the GE for mac. It didn't want to install on the device.

That doesn't address my question. How were you putting it on your device before? Since you were using windows you'd have to be using geplayer, and therefore ftp it onto your device. That being said since you should just do the same thing when on a mac. Unless you mean you are trying to use xcode which means there are tons of other problems to deal with (the biggest being you need to be an ios dev to make that work).

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Fri Mar 02, 2012 9:58 pm
by Clokio
skydereign wrote:
Clokio wrote:
skydereign wrote:What do you mean put on the device? Are you using geplayer? If so you can use ftp via command line, or if you prefer download something like filezilla and transfer it that way.

Have a ipod Touch 4. I created a game on my mac using the GE for mac. It didn't want to install on the device.

That doesn't address my question. How were you putting it on your device before? Since you were using windows you'd have to be using geplayer, and therefore ftp it onto your device. That being said since you should just do the same thing when on a mac. Unless you mean you are trying to use xcode which means there are tons of other problems to deal with (the biggest being you need to be an ios dev to make that work).


Maybe I got 1.5 running on the mac. I switch to my pc on 1.4 and it worked the first time. Thanks.

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 9:20 am
by savvy
Is there a way to compile the Dat files into ipa format on windows, doesn't have to go through the correct protocols or anything because I can use installous to put them onto my ipod touch.

thanks, savvy

PS: This may have already been asked but its early and I can't take reading through all the posts yet.

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 10:26 am
by akr
No. A mac is required therefore. We thought about a service doing this but didnt go live.

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 2:51 pm
by rain2591
i am trying to compile this on XCode 4.3.2 and IOS SDK 5.1 and i get errors?

ld: warning: directory not found for option '-L/Users/david/Desktop/geapp_iphone/../SDLiPod/build/Release-iphoneos'
ld: warning: ignoring file /Users/david/Desktop/geapp_iphone/build/Release-iphoneos/libgeapp.a, file was built for archive which is not the architecture being linked (i386)
Undefined symbols for architecture i386:
"_main", referenced from:
start in crt1.10.6.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)

i am using the latest iphone app code from game-editor.net, please advise or help please

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 3:22 pm
by akr
Send a screenshot of your target settings (upper left of main screen) and build settings.

andreas

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 3:36 pm
by rain2591
you mean these?

1.jpg


2.jpg

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 3:59 pm
by rain2591
sorry to sound stupid but are these what you mean (see above)

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 4:01 pm
by akr
Yes, thanks. The problem is the simulator settings. You may only build for device. Not for simulator. (If you want to do quick target testing u can use geplayer.)

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 4:46 pm
by rain2591
right that worked fine, now when i compile it says

Code Sign error: The identity 'iPhone Developer' doesn't match any valid, non-expired certificate/private key pair in the default keychain

i have a apple developer account how do i get my certificiate into xcode so i can compile?

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Sun Mar 25, 2012 4:57 pm
by rain2591
dont i have to wait for apple to send me confirmation email within 24hrs so i can finish enrolling?

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Fri May 25, 2012 11:52 am
by Fojam
i built the xcodeproj on a mac, and the build was successful, but for some reason, it didn't compile an executable. help?

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Fri May 25, 2012 1:40 pm
by njgmoorman
why is my app ignoring libgeapp.a? It says that it's not the architecture being linked

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Fri Jun 15, 2012 12:16 pm
by Diana Kennedy
I have the same problem as described here here:

aureta wrote:Hi., I download succeful your Geplayer aplication for Ipad,Iphone and Ipod...

I developed an aplication for ipad in game editor and export for ipad (dat file)
I do all step, and my application run in ipad, but in a litlle windows similar a Ipod touch,
how do full screen in ipad for Geplayer

Arturo



Then in this thread I read:

akr wrote:Current resolution supported is either 480x320 or 320x480. Check it with geplayer.

If you have a chance to condsider retina for future do so.


Well, honestly, I feel a bit screwed, because in the description of Geplayer it says that its also for export on Ipad. 380 x 420 is not an Ipad resolution.

Re: Apple FAQ: iPad, iPhone, iPod, Mac HOWTO

PostPosted: Fri Jun 15, 2012 4:50 pm
by akr
Your right. This thread is misleading. Have u tried to export for ipad and ran it on geplayer on e.g. 1024x768?

andreas