iOS - Yay or Nay?
#1
Posted 30 May 2012 - 04:23 PM
Please oh please somebody help.
#2
Posted 30 May 2012 - 04:43 PM
#3
Posted 30 May 2012 - 05:03 PM
im pretty sure 90% of the development can be done on windows and the iphone but u need to pay and register with apple and your device. but to sell your game you need a mac to upload it. there is a great service out there mac in the cloud that means you dont need to buy your own mac just rent a virtual one you access through you internet.
Well, that macincloud thing seems pretty good, but if you look at the pricing, you find.....
20$ per month (3 hours per day)
3 HOURS???? If i get unlimited hours, its 50 a month! Thanks for the suggestion Jack, but it may be in my best interest to purchase a mac mini for 600$
So anyway, please correct me if I'm wrong, or confirm I'm correct
Step 1: Send AppOven to mac
Step 2: Enroll in iOS dev program
Step 3: Get development and distribution certifiacte
Step 4: Sign into xcode on mac with developer account
Step 5: Run the AppOven and bake IPA
Step 6: Place IPA onto device
Okay, that is what I have so far. What is next regarding exporting? Have I missed anything?
#4
Posted 30 May 2012 - 05:12 PM
#5
Posted 30 May 2012 - 05:41 PM
I have YET to figure out how to use my mac in a cloud to actually work right with game maker studio, so far... no luck. I will keep looking into it until I figure out how, or find out that it is infact perhaps not possible. I don't know yet.
I do know that App Oven does infact work, however it is not possible to sync your iOS device to your mac in cloud, so due to this fact, I am stuck right now as to what I need to do to get it working... you'll probably see a post from me very soon asking for help on this
also... at least for me... macincloud is dreadfully SLOW!!! I mean, if all you are doing is using it for this purpose, you'll live with it, I do. But it's slow. It might not be as slow for you, I don't know. I don't have a weak machine though, so who knows. Just a heads up.
#6
Posted 30 May 2012 - 08:32 PM
I just subscribed to macinCloud as of yesterday, they have an unlimited option (which is quite a bit more expensive) ...but worth it for at least a week to try out, then you can cancel at any time.
I have YET to figure out how to use my mac in a cloud to actually work right with game maker studio, so far... no luck. I will keep looking into it until I figure out how, or find out that it is infact perhaps not possible. I don't know yet.
I do know that App Oven does infact work, however it is not possible to sync your iOS device to your mac in cloud, so due to this fact, I am stuck right now as to what I need to do to get it working... you'll probably see a post from me very soon asking for help on this
also... at least for me... macincloud is dreadfully SLOW!!! I mean, if all you are doing is using it for this purpose, you'll live with it, I do. But it's slow. It might not be as slow for you, I don't know. I don't have a weak machine though, so who knows. Just a heads up.
If you bake the IPA, cant you just save it to your pc then open iTunes on the pc and sync it?
#7
Posted 31 May 2012 - 12:29 AM
http://www.yoyogames...amemaker/studioGameMaker:Studio IDE
Windows XP, Vista or 7
512MB RAM
128MB graphics
as for the speed of mac in a cloud(i havent used yet) i would presume it entirely is based on your internet speed and distance to the server your mac in the cloud is housed and the route your isp takes to send and recieve packets. where do you live and what speed upload and download does your internet have?
#8
Posted 31 May 2012 - 02:57 AM
MacinCloud includes Dropbox. I used Dropbox to transfer files between my PC and virtual Mac and was able to get the YoYoRunnet built successfully and then used iTunes on the PC to copy the YoYoRunner to my iPad and iPod. This is what you need for testing.
I am not sure that MacinCloud will work to build the final app. Studio on the PC seems to need to have remote network access to a Mac. I Have not figured out a way to do this with MacinCloud. Has anyone been able to?
#9
Posted 31 May 2012 - 03:08 AM
I will keep messing with GMS & MIC and w/e I need to in order to get this working, if it's even possible. It's going to be a few weeks before I can afford a new mac, which it's starting to look like thats what I'll have to do.
If anyone else is using mac in cloud, or some other means other than a physical mac machine, plese chime in, lets collect some heads and get this thing working cuz everywhere I see "use mac in cloud" but I'm starting to think that NOBODY has ever successfully done so... yet
Edit: (just to reply to a few specifics)
@ OminousGames: Good question, No idea really. The issue is how do you bake the IPA? I've tried it on windows multiple times, and well... it doesn't work, or I'm confused on how it's suppose to be done. In order to get a final product anyway, you need to run GMS's app oven to get an Appstore Ready product anyway, and that is the underlying issue. To anyone who wants to know, there is an alternative to testing your apps, I have yet to look into it but it exists https://testflightapp.com
@ Jack Indie Box: Well, Not sure if there was anything confusing about this in my initial post, but I didn't mean the actuall game maker studio software it's self, I know thats windows only. I'm talking about the application oven, which is an app within studio that you need to use within mac (OSX w/e version you use) it's self. That must be used from within the mac, and that is where the issue is.
@ sarachan network access, thats exactly where I'm stuck at also. Regarding using iTunes, I'll have to give that a try, seems easy enough. I also use dropbox, I'm a big fan of it. Maybe I will have to open up a support ticket with macincloud or something, see if I can get them to work with me in some way, or figure something out, I don't know... this is all still brand new to me so I'm learning as I go. My IT knowledge & experience doesn't spand over into this field so much.
Edited by membrain, 31 May 2012 - 03:29 AM.
#10
Posted 31 May 2012 - 03:47 AM
For some strange reason, my audio files won't play on iOS, and there are some camera issues.
For example, when going to a new room, while the previous room remains persistent, the screen begins flickering very fast.
I still think there are bugs in the iOS module.
Also, OSX won't recognize keyboard_release_check
Kind of frustrating
BTW, everything runs fine when playing in windows
Edited by ValmanwayGames, 31 May 2012 - 03:48 AM.
#11
Posted 31 May 2012 - 01:57 PM
#12
Posted 31 May 2012 - 02:51 PM
I have been waiting for iOS for a LONG time now, and I see that this requires both a mac, and an enrollment in the iOS developer program. What parts require a mac exactly? I have read the wiki a few times, but I am still a bit confused. I send over the dmg, they open it, enter the url, but what about provisioning? If i remember correctly from the wiki, it states that you sign into Xcode with the apple developer account. (registered with the iOS developer program) Is this correct? Do I need to make something called a "provisioning profile" in the provisioning portal? (OMG SO MUCH PROVISIONING) Okay, theres the runner. What about exporting? What format does it export to exactly and what are the requirements for that? Do I need a mac for this or is windows 7 ok?
Please oh please somebody help.
If you're serious about getting software into either the iPhone or MAC app stores. I'd recommend you buy a MAC. Mini macs are cheap enough and in the long run would be way cheaper than the Mac in the Cloud service, especially if you've any long term interest in games for the iphone. The Apple store allow you to buy a mini mac monthly. Usually works out about £10-15 a month depending on how long you pay for it! I have a KVM splitter between my PC and Mini mac, so the set up all uses the same monitor and keyboard.
Edited by gregm, 31 May 2012 - 02:51 PM.
#13
Posted 31 May 2012 - 04:42 PM
I looked into the apple store, I don't know if there is something different at a physical location, but online to get a payment plan option, you need to apply for a visa credit card, and that's how it's done. It has an interest rate of %22, but in the case of the base-line mac mini, no interest is charged for up to 6 months, assuming you qualify for the card.
Thats ok and all, but I'm sure it's not a perfect option for some like myself who have bad credit due to one reason or another.
I'm also curious to see if mac in cloud works or if it does not. If it's advertised too, then it should work... don't you think? Problem is, so far anyhow, I don't see anyone who's gotten it to work yet. I personally am not interested in mac's as a personal computer, so when I purchase my own, and I will when I can, I'll in effect just be buying a $600 ipa baker. For me it's worth the investment, but for some it may not be.
So... if anyone who see's this has gotten mac in cloud to work, again, please share how you did it
#14
Posted 31 May 2012 - 10:20 PM
Then REPORT the bugs so they can be FIXED... -.-
Have been reported already. Just waiting...
#15
Posted 31 May 2012 - 11:34 PM
*****
My largest issue is I have never even used a Mac once in my life and I'm 35. So we'll how it goes.
My attempt was a complete a total failure. I cancelled my macincloud the first day. Not sure what I am going to do from here as I dropped $300 on the module + ios dev program. sigh.
MODERATOR EDIT: Please don't double post. use the <EDIT> button to add to your previous post.
#16
Posted 01 June 2012 - 12:10 PM
#17
Posted 01 June 2012 - 12:26 PM
My attempt was a complete a total failure. I cancelled my macincloud the first day. Not sure what I am going to do from here as I dropped $300 on the module + ios dev program. sigh.
The software comes with a 30 day money back on it. Why not change the module for Android? It's all PC based. See how that goes ( there is a big market for Android as well!! ), and then add the iPhone module on later if you make a breakthrough. I also think that Android is a great markeet because it needs more games and more under 18's have android handsets because of the cost implications of owning an iPhone.
Though you would lose out on the IOS dev money I suppose, unless Apple would refund it. And of course, you still a have to pay for Google Play ( Android Market ) which is cheaper ( or was when I joined ), than the Apple dev programs.
#18
Posted 01 June 2012 - 12:35 PM
After todays update I may give it another shot since now the compiled pak is ready for the ios store.
Edited by ChefDavid22, 01 June 2012 - 12:36 PM.
#19
Posted 01 June 2012 - 12:40 PM
I've already released android games. I am trying to convert those released games to ios.
After todays update I may give it another shot since now the compiled pak is ready for the ios store.
Brilliant. Good Luck then and I hope it runs like a dream for you :-)
#20
Posted 01 June 2012 - 12:46 PM
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