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AppGameKit Classic Chat / AGK Player on iOS Approved

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Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 21st Jan 2016 01:53
After seeing the Intel XDK app get through review we decided to try again with the AppGameKit Player and this time it has been approved by Apple. So anyone with an iOS device can now download the AppGameKit Player from the App Store https://itunes.apple.com/us/app/agk-2-player/id1071731293?ls=1&mt=8. Unfortunately every update will send it back to review so there is a chance that Apple will change their mind in the future but for now this simplifies iOS testing for everyone.
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 21st Jan 2016 09:27
Wow! Congrats! This is great news!
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 21st Jan 2016 10:31
Awesome! Now we don't need a dev license just for testing Should dust off my old Touch if I can find it.
hakimfullmetal
9
Years of Service
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Joined: 17th Feb 2015
Location:
Posted: 21st Jan 2016 11:31 Edited at: 21st Jan 2016 11:31
This changes everything.

Now iPhones will be more than just expensive paperweight.
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 21st Jan 2016 17:29
Great news, well done as this will make things that little bit easier
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Rich Dersheimer
AGK Developer
14
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Inside the box
Posted: 22nd Jan 2016 18:33
Yay, thanks for doing this guys! I spent yesterday broadcasting all my latest projects to my iPad, just for fun!
Behdadsoft
15
Years of Service
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Joined: 7th Apr 2009
Location: Tehran-Iran
Posted: 22nd Jan 2016 18:35 Edited at: 22nd Jan 2016 18:37
Thanks, it work fine.
Brny
8
Years of Service
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Joined: 12th Oct 2015
Location:
Posted: 25th Jan 2016 07:59
To compile it for iOS you have neccesarely to buy a Mac?
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jan 2016 08:09
Yes. I believe Apple requires this.
Brny
8
Years of Service
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Joined: 12th Oct 2015
Location:
Posted: 25th Jan 2016 11:40 Edited at: 25th Jan 2016 11:41
Ok, just to be sure that i have no option before spending my money, thanks
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jan 2016 11:47
Well, technically I think you only need Mac OS. And if I am not mistaken you can get it running on a PC. But I'm not 100% sure that was OK with Apple for iOS development. I only vaguely remember some threads about this some time ago. But for final release I believe you need Xcode running on Mac OS. Someone who have released on iOS should comment on this as well. But until then you should be able to test it fine with PC and the player app.
Funnell7
12
Years of Service
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Joined: 8th Sep 2011
Location: UK, England
Posted: 25th Jan 2016 12:00 Edited at: 25th Jan 2016 12:02
Quote: "To compile it for iOS you have neccesarely to buy a Mac?"


Yes, or do as I do, and use a cloud service... http://www.macincloud.com

Works perfectly fine for me... I just opted for the 30 hour option (pay as you go, 1$ an hour). Do everything on your windows machine, then once your app is ready, access the cloud service, recompile your project thorough AppGameKit on the mac, and then submit your build... Only takes about 10 mins, so 30 hours will last a while
Using AppGameKit V2 Tier 1
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jan 2016 12:09
That's an interesting one. So you just install AppGameKit on your cloud Mac and go from there?
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jan 2016 12:18
I do wonder how much you would have to pay for an old Mac. One problem is that you need a certain Mac OS version for iOS development and I think Apple keep rising the requirement. Maybe someone have more accurate information. I haven't tried iOS development yet. The advantage of having your own mac is that you might want to try out various things if you are also releasing games for Mac. If you are only doing iOS then renting a Mac like this could be the most economical solution.
Funnell7
12
Years of Service
User Offline
Joined: 8th Sep 2011
Location: UK, England
Posted: 25th Jan 2016 15:31 Edited at: 25th Jan 2016 15:32
Quote: "So you just install AppGameKit on your cloud Mac and go from there?"


Exactly...

We went down the route of buying an old Mac, only to find the mac we brought wasn't compatible with the minimum specs for the newest OS... And without the newest OS, xcode wouldn't play ball... Apple's way of ensuring it's users have to buy a new mac every few years...

For me, I wouldn't use the Mac for anything else, so the cloud service works really well... Its cheap, and will always be updated with the newest OS...
Using AppGameKit V2 Tier 1
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jan 2016 18:12
Sounds great for iOS deployment

Since I will release on Mac as well I will look into getting a Mac so I can test the game on it as well.
Ancient Lady
Valued Member
20
Years of Service
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 1st Feb 2016 01:52
Totally awesome!!!!
Cheers,
Ancient Lady

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