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iOS and MacOS / Finally updated to 5.1

Rich Dersheimer
AGK Developer
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Inside the box
Posted: 11th Mar 2012 23:41 Edited at: 12th Mar 2012 00:19
Well, I finally got my Mac mini updated to the latest SDK and my iPad updated to 5.1 version. After rebuilding the latest AppGameKit player and putting it on my iPad, I'm back in business.

Now all we need is the next AppGameKit update!

Now I'm trying to build one of my own games for iOS. Would it be possible to update the instructions to Mac SDK 4.3.1?

Using these steps from the help file...

•Copy the entire IDE folder from the AppGameKit installation to your Mac

•On the Mac copy of the files, delete the Compiler, Editor and
Help folders

•Navigate to \IDE\Apps\interpreter_ios folder and duplicate it
•Rename the duplicate to your chosen app name (i.e. foo)

•Navigate into this folder and double click on agkinterpreter.xcodeproj (i.e. \IDE\Apps\foo)

•This should launch XCODE (3.2) with the iOS application project
DONE (except it's XCODE 4.3.1)

•Change the confguration to Device / Release / armv6
I don't see a configuration option, can't do this. I skipped it to build the player.

•Select Project > Edit Active Target "agk_interpreter"
I don't see a Project>Edit Active Target option, so I'm stuck here.

•In General tab, change 'Name' from 'agk_interpreter' to the new name of your application (foo)
I don't see a General tab, but I was stuck at the previous step, so no point in going further.

•In Build tab, change the 'Product Name' from 'AGK Player' to the name of your application (foo)

•Select Build > Clean All targets
•Select Build > Build
•If all goes well, your application will build successfully
•You can test your new application by clicking Build And Run
•You should see the AppGameKit Player standby screen on your connected iOS device
•Your connected device could be an iPhone, iPad or 2nd gen iPod
•Quit the application and collect the byte code and media files you sourced at the start of this guide
•The byte code and media files should include the BYC file
•Copy these files into your new project folder
•Rename the .BYC file to 'bytecode.byc' exactly
•From the project Group & Files area to the left, open up your project so you can see your project files
•Right click on the Resources item and select Add > Existing Files...
•Enter your project folder and select the media and BYC files you added earlier
•Click the ADD button when promoted to add these files to your project
•Modify the interpreter.cpp file to include the 'bytecode.byc' file
•You can do this commenting in the following line:
•strcpy ( g_pInterpreterByteCodeFile, "bytecode.byc" );
•You can do this by doing a text search for 'bytecode.byc'
•All being well, when you click Build and Run you will see your Tier 1 BASIC app appear!
•You can find your final application binary at IDE\Apps\yourproject\build\Release-iphoneos\[yourapp]
AGK Developer
Years of Service
User Offline
Joined: 19th Dec 2010
Location: Its a trap!
Posted: 26th Mar 2012 07:18
I am having the exact same problems...... It would be very helpful to get a guide that is up to date with the latest xcode which is 5 now...

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