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AppGameKit Classic Chat / Problems with interpreter_ios_lite - have I got the wrong idea?

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Zappo
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Posted: 20th Sep 2015 00:52 Edited at: 20th Sep 2015 00:59
After problems with getting Apple to accept an IPA created from the AppGameKit 2 IDE (works perfectly for me with an adhoc profile but not for them with a release profile), I have been trying to get Xcode to build 'interpreter_ios_lite'.

First question: Am I right in thinking this can be used with the bytecode and media to create a tier 1 based IPA?

If I use the 'interpreter_ios_lite' project from AppGameKit 2.0.14b it fails to build in Xcode with the linker error:


If I use the older 'interpreter_ios_lite' from AppGameKit 2.0.10 it builds fine and runs in the simulator but it actually comes up as the AppGameKit Player app! Very odd.

I could rewrite the app to use tier 2 C++ as I have for previous apps but I really didn't want to for this one. Any help would be fantastic.

Edit: Just in case it is relevant, I am using Xcode 6.2 on OSX Yosemite 10.10.5. I am reluctant to go up to Xcode 7.0 yet unless absolutely necessary.


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Paul Johnston
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Posted: 22nd Sep 2015 17:57
Try removing and re-adding the GoogleMobileAds framework and the Facebook framework. To make it run your app instead of showing the AppGameKit Player simply add the media folder from your AppGameKit project into the Resources section of your XCode project.
Zappo
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Posted: 22nd Sep 2015 19:07
Any chance you could point to some instructions for re-adding the frameworks? I am not at home in Xcode at all.

As for the media folder issue - I copied all the files across but rather embarrassingly I don't think I added them from inside Xcode. I will give it a go as soon as I can as Apple just done want to accept my IPA file generated from the IDE.

Many thanks.


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Paul Johnston
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Posted: 22nd Sep 2015 21:55
In the Frameworks section right click on GoogleMobileAds.framework and delete it, but only remove reference, don't actually move it to trash! Then right click on the Frameworks folder itself and choose "Add Files to agkinterpreter" and browse to the AppGameKit Tier 2 folder and then "platform/apple/Social Plugins/GoogleMobileAds.framework" then click Add.

I forgot that the lite version doesn't actually have the Facebook framework so you don't have to worry about that one.

Quote: "problems with getting Apple to accept an IPA created from the AppGameKit 2 IDE"


Can you be more specific about what problems you are having? Ideally you should be able to do it that way and not have to worry about compiling it yourself.
Zappo
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Posted: 22nd Sep 2015 23:22
Quote: "Can you be more specific about what problems you are having?"

Certainly. I built the IPA from the AppGameKit 2.0.14b IDE with an adhoc profile and everything worked fine for me on both an iPad & iPod Touch. I built it with a release profile and submitted it to Apple but they refused it saying it crashed on launch. Their crash logs were useless as I didn't build it in Xcode and they offered no help or further explanation.
I rolled back to a previous version of AppGameKit in case there was a bug and went through the process again. Worked perfectly on my devices but Apple said it crashed on launch.
I am clutching at straws now as to what to do next. If I build the whole thing with Xcode there is a chance if they refuse it again I can 'symbolicate' the crash log and maybe get a better idea.

One difference with this app and a previous one that was accepted by Apple is that this one does use 'SendHTTPRequestASync' and other http commands. Not sure why that would cause it to crash on launch though.


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Paul Johnston
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Posted: 22nd Sep 2015 23:51
Can you send me the crash log so I can take a look, or post them here?
Zappo
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Posted: 23rd Sep 2015 01:26
No problem. I have emailed the crash logs to you now.

Thanks for looking into this. It is very much appreciated.


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Paul Johnston
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Posted: 24th Sep 2015 01:28 Edited at: 24th Sep 2015 01:59
Thanks fixed for the next version. For anyone wondering, the problem was that transparent 3D objects on 64bit devices (currently only used on iOS) would cause a crash.
Zappo
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Posted: 24th Sep 2015 01:45
That is excellent Paul. Many thanks for looking into it and finding a fix so fast.


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