Okay, the official AppGameKit Guide for Mac production is horribly out of date and has incorrect information.
So, I updated my iOS Tier 1 instructions for Mac and here they are.
If you have any issues with them, please let me know.
===================================================================
• Copy the entire IDE folder from the AppGameKit installation to your Mac
• On the Mac copy of the files, delete all but the following folders:
<MACAGKDIR>/IDE/apps/interpreter
<MACAGKDIR>/IDE/apps/interpreter_ios
<MACAGKDIR>/IDE/apps/interpreter_mac
<MACAGKDIR>/IDE/apps/template_ios
<MACAGKDIR>/IDE/apps/template_mac
<MACAGKDIR>/IDE/common
<MACAGKDIR>/IDE/Help (this is up to you, whether you want local help)
<MACAGKDIR>/IDE/platform/apple
<MACAGKDIR>/IDE/platform/mac
• This next step is very important if you want to link v1085+ (Facebook):
⁃ Navigate to <MACAGKDIR>/IDE/platform/apple/Source/Social Plugins/FacebookSDK
⁃ Follow the instructions in the file named Urgent_ReadMe_Now.txt
• Navigate to \IDE\Apps\interpreter_mac 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 (4.3.2 or better) 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 (to the right of the square 'Stop' button and to the left of 'My Mac 32-bit')
⁃ 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
• If it is visible, 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 tiny folder icon under tab-like thing with label "agkinterpreter.xcodeproj" (on the left side of the app, near the top)
• To rename the basic project:
⁃ Click on "agk_interpreter, 1 target, OS X SDK 10.<something>" next to white 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 (do NOT use any spaces or special characters other than the underline)
⁃ 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 "Code Signing" header and open the section, if not already opened
⁃ Click on the entry next to "Code Signing Identity"
⁃ If you have registered with Apple, created a Developer ID and downloaded it, it will appear under 'Automatic Profile Selector', select that for now
⁃ If you have not registered, select "Don't Code Sign" for now
⁃ 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.AGKTestAppMacOS" 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 or underscores (a-z,0-9 only)
• 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 by clicking on the big black triangle in a circle above the word 'Run' in the upper left of the app.
• You should see the AppGameKit Player standby screen on your display
• Quit the application and collect the byte code and media files from your Windows AppGameKit project's media directory
• The byte code and media files should include the BYC file named <yourwinproj>.byc
• Copy these files into the media directory in your new project folder
• Rename the .BYC file to 'bytecode.byc' exactly, all lowercase and no spaces
• From the project project tree to the left, open up your project so you can see your project files
• 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