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Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Tue May 18, 2010 3:30 pm
by akr
alexandrefredenucci wrote:
uan wrote:your DAT file must be named "gameEditor.dat" for the iPhone GE to reference it(after the FTP upload)


I have tested "gameEditor.dat" and "geplayer.dat" but it didn't worked, it's weird when i put the file in the bin folder filezilla write tranfert successfully, but the file dont appear in the bin folder .. i think it right problem ?


This is apple real live! Everything except the Document directory is read only. Pls transfer to the directory where you are on right after connect. Should be the Documents directory. Dont do any chdir. Just to the current directory.

Andreas

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Tue May 18, 2010 3:38 pm
by alexandrefredenucci
It work, Thank :)

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Tue May 18, 2010 8:39 pm
by uan
I may have tweaked a few things to get "geplayer.dat" to work ;-), sorry if it didnt for you.

Are you sure that you've properly exported your .dat as an iPhone executable.

@Akr: We're attempting to do test ports of 2 games to GE from 2 different iPhone based engines, one from Cocos2D, and one from a certain 3D development environment ;-). One game is an RPG, one is a sort of strategy game. As I'm familiarizing myself with GE in my spare time, from your words it sounds like it might be possible to use raw OGL calls for sprite rotation, is that correct? Having to pack 2X or more sprites(in an atlas map) just to have a character facing one direction rather than another and doing the same action will be very inefficient for a final build size, so we've got to explore ways around this if its possible in GE. Thus far I've seen the draw to canvas method, but that doesn't seem like it would work well for a large(10+) number of sprites(at least as far as I've seen). is using the canvas just for keeping draw call counts to a minimum for a large number of moving sprites?

Re OGL, are you talking about calling raw glTexCoord or glTranslate style functions from within GE?

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Wed May 19, 2010 8:02 pm
by makslane
You cant access external API from the Game Editor script, sorry.

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Wed May 19, 2010 8:29 pm
by harrio
please correct me if i am wrong,

will i have to wait for the mac version to come out of beta before i can buy the commercial version of ge? so i can sell my games if desired.

also, and i don't mean to ruffle any feathers, but has it become 'undesired' to inquire about the 'new' version of ge? i was curious if it was a matter of manpower, of which i could not personally help, or money, of which i'd be willing to donate to the advancement of the engine.

thnx,

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Wed May 19, 2010 8:41 pm
by akr
hario,

Currently finalizing the 1.4 beta to be ready to be sold with maks.
Contact me if you want to have further infos how to purchase and available licenses.

andreas

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 12:39 am
by harrio
sorry to be a pest, but i'm still getting the error attached when i try to build the player to my ipod touch. i re-installed my dev cert as someone here suggested but it is still showing akr as the 'owner'. any ideas on how to fix this?

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 7:45 am
by uan
go into your PROJECT/edit project settings menu command and change the "CODE SIGNING IDENTITY" to your dev id, not that of andreas

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 1:35 pm
by harrio
i believe i already did. this is why i am confused at the moment. i don't know why it is still referencing akr's signature.

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 2:07 pm
by uan
you ALSO have to right click the "gameEditor iPhone Player" within the TARGETS group in your xcode OVERVIEW PANEL(the main xcode ide window), the signing must be changed HERE TOO, thus in both places(project settings and target settings).

This doesn't apply to you in this particular case, but I'm pretty sure the target code signing can be left blank and then will inherit the signature setup in the project settings. I'm pretty sure that the GE has Andreas's signing identity in BOTH places(project & target), thus you must change it in both locations.

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 3:09 pm
by harrio
thank you uan,

i finally found the 'target' reference you were speaking of. i've never dealt with that before. forgive my ignorance.

now i have two different build errors. i regret having to be spoon fed how to deal with this, but i do not have an indepth understanding of xcode as of yet, beyond the simplest of tasks.

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 3:22 pm
by akr
This linker errormessage looks strange. What XCode version do us use? I think another version could solve this problem. Havent seen this before.

Andreas

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 4:09 pm
by harrio
3.1.4

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Fri May 21, 2010 4:23 pm
by akr
This is a known apple bug. Its not your fault. Pls try to install a newer SDK 3.2 or 4.0. This is what I am using.

Re: iPhone - iPad and Mac OS X Beta announcement

PostPosted: Sat May 22, 2010 1:11 am
by uan
+1, Andreas on point as usual.

I dont think you can build the GE player with xcode earlier than 3.2, definitely update and build again.