This is one version of the guide for Xcode and iOS that I did to be consistent with Xcode 4 (which is what you must use now for Apple iOS production) for Tier 1:
• Copy the entire IDE folder from the AGK 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)
• Create a directory named 'media' using File->New Folder in Finder, this is where the bytecode and media files will go later
• Navigate into this folder and double click on agkinterpreter.xcodeproj (i.e. \IDE\Apps\foo)
• This should launch XCODE (4.3.2) with the iOS application project
• In order to create a release build, do these steps:
⁃ Click on 'agk_interpreter>' at the very top of the interface (right next to the square 'Stop' button)
⁃ Click on 'Edit scheme…'
⁃ For each item other than 'Build' in the left column, click on it and select 'Release' from the 'Build Configuration' drop down list to the right
⁃ Close the dialog with the 'OK' button
• If you want your compiled project to end up in a friendly directory (the default is quite ugly):
⁃ Select Xcode -> Preferences from main menu
⁃ Click on the "Locations" tab/icon
⁃ Click on the "Advanced…" button
⁃ Select "Custom", click on the select list next to it and select "Relative to Workspace"
⁃ Click on "Done"
⁃ Do yourself a favor and click on the "Text Editing" tab/icon and check "Line numbers", this comes in handy later
⁃ Close the Preferences dialog box
• Click on "Validate Settings" in the middle at the bottom of the interface and click on "Perform Changes" in the popped up dialog (it's up to you whether you enable or disable automatic snapshots in the next pop up)
• Click on the folder icon under tab-like thing with label "agkinterpreter.xcodeproj"
• To rename the basic project:
⁃ Click on "agk_interpreter, 1 target, iOS SDK 5.1" next to white right pointing triangle
⁃ In the area to the right, click on "agkinterpreter" under the word "PROJECT"
⁃ Click on "Build Settings" in the header in the area next to that one
⁃ In the far right column, under the heading "Identity", change 'Project Name' from 'agkinterpreter' to the new name of your application (foo) and then press the enter or return key
⁃ In the "Rename project content items?" dialog that pops up, click on the "Rename" button
⁃ Double click on "agk_interpreter" under "TARGETS" (beneath "PROJECTS")
⁃ Type in your preferred name (should be same as project, for simplicity) and press enter/return key
• Now, to rename the application itself:
⁃ Click on the name under "TARGETS" and select "Build Settings" from the set to the right
⁃ Scroll down to the "Packaging" header and open the section, if not already opened
⁃ Double click on "AGK Player" next to "Product Name"
⁃ Type the name you want to use for your app and press the enter/return key
• You probably will want to change the bundle identifier (certainly before you publish):
⁃ Select the target under "TARGETS" and select "Info" on the right
⁃ Double click on "com.thegamecreators.AGKTestApp" and change it to something appropriate for your app. "thegamecreators" should become your indie/company name (no spaces) and "AGKTestApp" should be your application name without spaces
• Select Product > Clean from the main menu (or click {apple}{shift}k)
• Select Product > Build from the main menu (or click {apple}b)
• If all goes well, your application will build successfully
• You can test your new application:
⁃ Select where to run it from the list that appears when you click on the text to the right of the faint right arrow next to "agk_interpreter" near the top of the interface, next to the two buttons (one with a big right triangle and the other with a square)
⁃ Click on the big right triangle
• You should see the AGK 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 the media directory in your new project folder
• Rename the .BYC file to 'bytecode.byc' exactly
• From the project project tree to the left, open up your project so you can see your project files
• Right click on the Resources item and select "Add Files to '<your project>'"
• 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:
⁃ Make sure the application tree is open, the right triangle next to the project name in the far left column is changed to a down triangle and a list of directory boxes appears
⁃ Open the "Classes" directory
⁃ Click on 'interpreter.h'
⁃ Add this as the third line (after '#define _H_APP'):
#define STANDALONE
⁃ Save the file
⁃ 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\Products\Release\yourapp
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master