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AppGameKit Classic Chat / AGK 2 interpreter_ios bytecode version update? ...or Export to IPA functionality expansion?

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Steve O
AGK Bronze Backer
20
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Joined: 24th Feb 2004
Location: The Netherlands
Posted: 29th Dec 2014 15:44 Edited at: 29th Dec 2014 16:14
I'm using AppGameKit 2 on Mac OS X.
I was wondering if the interpreter project code from the /Libs/apps/interpreter folder will be updated in the near future so we can use the interpreter_ios xcode project and add the generated bytecode.byc file and build the project from Xcode.
When i try to build it now, the app exits because the AGK_BYTECODE_VERSION is set to 3, and the bytcode version in the bytecode.byc file is 4. I can't simply just change AGK_BYTECODE_VERSION to 4, because that causes new errors and crashes.

I would love to see this being updated, because right now I miss a lot of customization when it comes to preparing the project for export to IPA from the AppGameKit 2 IDE. For instance the Launch Images which I have to manually add to the exported IPA and other extra files i would have to edit to be in line with all the resources.

...or the export IPA functionality in the AppGameKit 2 IDE would have to be expanded with more customization options.

Appify Media - http://www.appifymedia.com
SopiSoft Digital Entertainment - http://www.sopisoft.com
Steve O
AGK Bronze Backer
20
Years of Service
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Joined: 24th Feb 2004
Location: The Netherlands
Posted: 29th Dec 2014 16:31
Problem solved, somehow i still had the old libs.

After using the "Install additional files..." option from the AppGameKit 2 IDE and pointing to where my Examples and Libs were, the Libs were updated and now do use AGK_BYTECODE_VERSION 4.
I have now been able to add the generated bytecode.byc file to the interpreter_ios Xcode project and build and run it on my iPhone 6.

At least now I have full control over all the resources through my Xcode project and the way I export to an IPA file from Xcode.

Appify Media - http://www.appifymedia.com
SopiSoft Digital Entertainment - http://www.sopisoft.com
MikeHart
AGK Bronze Backer
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Joined: 9th Jun 2003
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Posted: 29th Dec 2014 17:11
At least now I have full control over all the resources through my Xcode project and the way I export to an IPA file from Xcode.

What were you missing from the building creation process?
Steve O
AGK Bronze Backer
20
Years of Service
User Offline
Joined: 24th Feb 2004
Location: The Netherlands
Posted: 29th Dec 2014 17:29 Edited at: 29th Dec 2014 17:40
Quote: "What were you missing from the building creation process?"


If you export the project to an iOS IPA file from the AppGameKit 2 IDE you end up with an IPA that is not ready for the App Store.
Here's a summary of what the exported IPA file contains and should be more flexible as export options:

- Only 2 Launch Images, Default-568h@2x.png and Default.png which are AppGameKit placeholders in portrait mode and can't be chosen as export options. This is just a fraction of the amount of Launch Images that you normally include. Normally you would also include Launch Images for Portrait and Landscape mode for 3.5 inch and 4 inch screen iPhones and for iPad, both Retina and non-Retina. If you want to support iPhone 6 and 6 Plus resolution you also still need to include their respective Launch Images.

- App Icons: All icons are there except the 180x180 pixels @3x version for iPhone 6 Plus

- The Info.plist file: Lots of info is set, but i miss the option to set he build number, so I have to do it manually.

What it comes down to is that after exporting to IPA you have to unzip the IPA file, add and edit resources, then zip the Payload folder and rename it from .zip to .ipa. This requires a lot of work.

Exporting to Android APK file also requires some additional adding of icon files for the drawable-xxhdpi version of the icon file, but overall less extra customization needed than for IPA export.

It would be really great if we had more export options in the near future.

Appify Media - http://www.appifymedia.com
SopiSoft Digital Entertainment - http://www.sopisoft.com

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