Imagine you would be able to compile, code sign and install your App directly on your windows computer without a Mac, without sharing drives, without XCode.
How much would it be worth?
Take your time, think again and then prepare to donate this sum to Trucidare. :nw:
This time, we'll have something to tell the Apple magazines :)
I´m prepared. :)
Directly to a non-JB iDevice from a Windows PC? Pretty nice although a lot of the time I just use my Pre.
Out of interest how would it handle specific Apple APIs such as iAds and the like? And also you are saying you could release it to the Apple app store without any need of a Mac at all? That would be quite nice especially if you could make it less of a pain to remember than the constantly changing iOS submission process (although I would quietly be weeping at the outlay of the pretty much one job machine that is my Mac Mini).
Cheers
I prefer to be able to compile, code sign and install my App directly from my Mac via a GLB Mac IDE :nana: - Now that, I would be willing to pay for, a proper Mac IDE which is at least a carbon copy of the Windows one, but for OS X :booze:
In fact, for a proper OS X version of GLB I'd be willing to ship out £200 no problems.
hmm.. this would be pretty amazing. I'm actually looking at picking up a mac mini sometime in the next couple weeks as I near completion on my first game. It would be incredible if I didn't have to, and could just do everything from my windows laptop!
I wonder how long it would take for this dream to become a reality?
=D
Make it so. And make it soon!
:nw: :nw: :nw:
This it´s awesome, I think in little time Glbasic do it a great things!!! :-* :-* :good:
Quote from: Qube on 2011-Aug-30
I prefer to be able to compile, code sign and install my App directly from my Mac via a GLB Mac IDE :nana: - Now that, I would be willing to pay for, a proper Mac IDE which is at least a carbon copy of the Windows one, but for OS X :booze:
In fact, for a proper OS X version of GLB I'd be willing to ship out £200 no problems.
+1
Silly me, I've not researched this properly before I open my big mouth (so bear that in mind as you flame me into submission) :whip: , but:
Quote...without a Mac, without sharing drives, without XCode
Isn't this exactly what Apple expressly forbids you to do?
Hmmmm
I think the lords of the apple this is not going to like ... IMO
An all-in-one Windows solution would be amazing.
I have a Mac but I rarely use it because I prefer using Windows, so being able to do everything on that would be great.
But that being said the only game I've done in GLB is Binary Land and that is also the only game I haven't done a Mac version of - because I couldn't figure how to...
...so like Ocean says: a better (and native Mac) IDE would also be a very good thing (but not as amazing as the original question:)).
How to make a Mac version in GLB? Shift+F8, done.
A MAC IDE might be handy, but it requires a lot more than just he IDE. There's the compilers for one.
Apple is perfectly fine with this now. They changed their minds and allow Adobe AIR to do exactly this.
Considering the percentage of people who use a Mac solely then I would have thought a complete Mac package is pretty low down the list (esp with Parallels and all that boot camp stuff). And even then a cheap perfectly fine laptop can set you back about £250 these days compared to a heck of a lot more for an OSX version.
If you could go straight to the iDevice from said laptop (like I do with my Pre) then that is probably much much more handy than an OSX GLB IMHO. Although personally my Pre does all that and then the mini is used to finally install onto my iDevices (and tweak appropriately with Apple specific APIs).
Cheers
+1
Gernot, I like your dream! :good:
I hope your dream come true pretty soon!
Thanks Trucidare and you, Gernot, for your effort , I guess that we'll have to pay a lot of beers to you guys !
+10
It would be cool for GLB users and GLB itself to attract new users !
Would make a big difference to me, I would love to be able to drop the old iMac off my dev chain. ;)
Would we still need the Mac for uploading to iTunes and/or for certificates?
Nope.
This is getting better and better =D
For Sale: 1 Used MacBook :P :D
At least my nephew uses it for his GameSalad development, which has no PC port.
Ya, I know, I keep trying to get him to try GLBasic! 8)
I have a dream too: "tell us it's more than just a dream". :happy:
I can't believe that yopu can code/sign/upload a iOS app without a Mac.
Are you telling that you has been able to "skip" all this certificates for computer, for developer, for distribution, and even make a program that read the itunes "ready to upload" prpgrams, validate and upload? Witout a Mac?
I dont believe.
I can believe you saying "now we can compile and install on iOS as in WebOS", but not uploading to Apple.
If I am wrong, and you are right... I will put my head on the toilette and upload a photo here.
Quote from: ampos on 2011-Sep-01
I can't believe that yopu can code/sign/upload a iOS app without a Mac.
Are you telling that you has been able to "skip" all this certificates for computer, for developer, for distribution, and even make a program that read the itunes "ready to upload" prpgrams, validate and upload? Witout a Mac?
I dont believe.
I can believe you saying "now we can compile and install on iOS as in WebOS", but not uploading to Apple.
If I am wrong, and you are right... I will put my head on the toilette and upload a photo here.
I want to see that photo !! =D
Quote from: blackway on 2011-Sep-01
Quote from: ampos on 2011-Sep-01
I can't believe that yopu can code/sign/upload a iOS app without a Mac.
Are you telling that you has been able to "skip" all this certificates for computer, for developer, for distribution, and even make a program that read the itunes "ready to upload" prpgrams, validate and upload? Witout a Mac?
I dont believe.
I can believe you saying "now we can compile and install on iOS as in WebOS", but not uploading to Apple.
If I am wrong, and you are right... I will put my head on the toilette and upload a photo here.
I want to see that photo !! =D
+1 :good:
Yes. Trucidare is perfectly able to compile, link and codesign from a terminal on a windows machine. Win7 x64. We had some trouble with an XP 32bit on a vbox, but that it wasn't investigated further. I don't think there's a problem really, because we have the source for everything.
Wow. Time to consider ebaying that Mac Mini or using it as a media device on a TV. It's pretty much relegated to a "compile XCode" button as it is, especially after getting a Pre2 so I can compile straight to a device from my Windows laptop.
Plus if you can make the whole publishing to the app store a lot easier and understandable then that would be fantastic. Honestly took me ages to work out what to do originally, not helped by multiple methods to do it and the fact that Apple likes to change the layout and method of things every 5 minutes. Ah yes, here is a really good method to do it (on Apples own site) that was published only 2 months ago.... Where is that damn button they are talking about! In fact where is the whole page!!!! Oh, over here. Right. Moved. Renamed. Only appears when something else happens.... So what the hell is this????? etc etc etc grey hair etc :)
Cheers
QuotePlus if you can make the whole publishing to the app store a lot easier and understandable then that would be fantastic. Honestly took me ages to work out what to do originally, not helped by multiple methods to do it and the fact that Apple likes to change the layout and method of things every 5 minutes. Ah yes, here is a really good method to do it (on Apples own site) that was published only 2 months ago.... Where is that damn button they are talking about! In fact where is the whole page!!!! Oh, over here. Right. Moved. Renamed. Only appears when something else happens.... So what the hell is this?? etc etc etc grey hair etc
Yeah it gives me nightmares, that's why i just use android at the moment to test mobile
stuff out, and haven't used the 2nd hand macbook i bought a great deal either.
I like the idea, you found a method to sign applications using developer keys?. With this you can use a cheaper and powerful PC laptop and compile everywhere. I have a MacMini and I use little for programming. :doubt:
BTW, a MacOSX IDE could be created using Lazarus, is a multiplatform (OSX too) Delphi clone.
Quote from: Ian Price on 2011-Sep-01
Would we still need the Mac for uploading to iTunes and/or for certificates?
There is an unofficial VMware patch that works with OSX Lion which runs on Windows quite well I have heard. Still a pain to use this for a simple iTunes upload but it is an option. At least this option would allow for quick portable compile&run development... a BIG feature for me.
Quote from: bigsofty on 2011-Sep-01
Quote from: Ian Price on 2011-Sep-01
Would we still need the Mac for uploading to iTunes and/or for certificates?
There is an unofficial VMware patch that works with OSX Lion which runs on Windows quite well I have heard. Still a pain to use this for a simple iTunes upload but it is an option. At least this option would allow for quick portable compile&run development... a BIG feature for me.
Yes indeedy.
How would this work for adding external libraries into xcode?
Wait before selling your macs :D
i´m able to sign, resign and so on but i´m not able to create certificate yet - is it a openssl 2048 rsa cert for uploading to itunes developer program? anyone?
MacIDE still alive! :D
To compile-install-run ala-webOS on iOS will be more than enough!
Heh, yeah, I thought it would be wise to wait...
OpenSSL? I've used that for encrypting credit card details (AES, TDes etc) and communications and MD5 hash creation for passwords. It's a pretty big bag o' tools. But make sure you get the right version. I used TDes on our encryption because some clients had Unix OpenSSL versions that didn't support AES (and was a pain to upgrade everyone).
Cheers
QuoteTo compile-install-run ala-webOS on iOS will be more than enough!
Exactly. I would be happy with just that. Although still don't know how will handle additional XCode stuff like iAds and the like.
Cheers
To be able just to compile and test from my pc straight to iPod is a VERY welcome feature and more important tbh. Not saying I wouldn't welcome the other stuff, but it's no deal breaker.
=D
Saying that my Pre2 does that now and works better and faster at getting up and going. Android seems a lot slower and iOS (at the minute) isn't too bad although is a bit of a pain with the whole compile in GLB and then compile on the Mac business. Maybe cutting out that middle bit would be closer to Pre2 speed.
Out of interest if I compile for Android the IDE knows to compile then put on my device. Very good. But with WebOS it just compiles and then sits there. I then have to run a macro for it to perform the script to put it on the device (still a lot faster than the whole Android run but still...). Is there an option to make the IDE run the script automatically like it does for Android? Just seems an obvious exclusion compared to Android compilation when obviously there is really no good reason to compile only and not copy to the device.
Cheers
it will be there in future but no time today to extend kittys makeapp tool sorry :(
i think i could do it tomorrow - i found that the certificate is a RSA 2048 key :happy: so i could do the whole iphone stuff straigh from win.
Really? Cool. And the extra APIs (such as iAds) would just work?
Out of interest, with the whole "I had a dream" thing, would this be a far away pipe dream, or a pretty close to fully functioning, beta next week wet dream?
Cheers
I'm off going home now. Wife+kids on vacation (horseland XD) and I'm getting GLB stuff done tonight. Hopefully.
Quote from: trucidare on 2011-Sep-01
so i could do the whole iphone stuff straigh from win.
great!
How soon before we can all share the dream?
Very good work that man! =D
i have to create a certifcate maker for easy use and a few changes and then it will go to kitty for replace the iphone toolchain
no eta yet :/ but my part is nearly done ;)
Awesome. :nw:
this is *such* good news, wow!
So does this mean that a person can do *everything* from within windows for this? Or just compile/test? Like can we go from start->published on the app store all without a mac?
Maybe I won't have to buy a mac mini after all :) Hmmm... maybe I'll buy an android tablet instead, so I can test for that platform! This is so exciting!
in theory its possible but i think apple doesnt allow webupload the zip files at the moment, have to check
Personally I would view it as 2 different projects. 1 to allow compilation onto an idevice, and 2 to submit an app to the store. That way once you have the first part working then release it. The level of interest in just the first part will cause massive interest in GLB. Best to get in quickly to attract new users from other languages who surely must be working on the same thing.
Cheers
there are two different project - the possibility to sign (done) and the management tool for creating developer program certificate and manage mobile provisions and hopefully manage uploads some time
Gernot, any news??
Bye!
I think trucidare is handling this dream come true,
how is it going trucidare?
need any hand?
what about a possible money pool on this?
I don´t own loads, but can sure spare some and guess most of the people around.
signing straight from glbasic works - look at the video - but i had not time in past for writing a simple certification manager to create a certificate for the apple developer portal. its mainly only a simple openssl aes 2048 key but u will need it
or this
Got this from: http://www.adobe.com/devnet/air/articles/packaging-air-apps-ios.html
You probably already have this info.
Create a P12 file on Windows
On Windows, you use OpenSSL to convert the iOS developer certificate file into a PEM certificate file
and then generate a P12 file based on the PEM certificate and the certificate key you generated earlier
with the request.
Create a PEM file by entering the following command-line statement from the OpenSSL bin directory:
openssl x509 -in developer_identity.cer -inform DER -out developer_identity.pem -outform PEM
Generate a valid P12 file by entering the following command-line statement from the OpenSSL bin directory.
Use the PEM version you just created and the private key you generated earlier when creating the certificate
signing request (CSR) file.
openssl pkcs12 -export -inkey mykey.key -in developer_identity.pem -out iOS_dev.p12
yep i had this infos but i need time to make it simpler four you - only one click to certificate
The only thing is - you must submit the app to iTunes with an "Application Loader", that's only available for Mac so far. But for debugging this is a lot better already.
Quote from: Kitty Hello on 2011-Sep-16
The only thing is - you must submit the app to iTunes with an "Application Loader", that's only available for Mac so far. But for debugging this is a lot better already.
It sounds great anyway! :good:
Wow this would be amazing. At the moment (because I don't have a dev account) I can't run or debug my games on ios at all. Please keep me updated!
This sounds similar to how AGK works. I'd probably pay for this but I would pay more for an integrated, current, fully-implemented version of Box2D.
Any news on this?
its in kittys hand now - hope he release it soon
go kitty gooooo :whip: :P
Quote from: trucidare on 2011-Oct-02
its in kittys hand now - hope he release it soon
Gernot, Do you feel a bit of pressure? =D
Offtopic:
Hey, I'm working on R'n'F for Palm. I'm doing some changes to the game ;)
Cheers,
Ooh, sounds close, this is great! =D
It's almost working now. I have to distribute the headers, which is a problem since they show a (c) Apple line.
I think I'll rewrite most of the headers to get it running.
Another idea would be an additional package on rapidshare :/
Are the headers part of XCode? Could a user go and extract them from XCode themselfs if this is the case?
Rapidshare would be fine by me also. ;)
I had to modify the headers :(
Rapidshare or whatever would be fine for most people I imagine for the chance to get hold of this functionality!
Quote from: Kitty Hello on 2011-Oct-04
I had to modify the headers :(
Yes, Rapidshare would be fine.
I have no idea what headers were changed of course or the changes scope. But if the modifications were small and could be grouped together, maybe they could be a separate #include?
What were the changes Gernot?
Apple introduced syntax for the garbage collector that the GCC does not deal with (yet).
I take it the GC syntax affects more than one piece of code? If only one then a patch could be made or automated with a small program and even possibly across multiple source files as long as the syntax is not too complex? If I can help with this(or any other way), please don't hesitate to ask.
Rapidshare is always an option though.
found that the ^ is not GC its a block to deal with grand central depatch.
I had to look up GCD at Apple to see what it was, complicated stuff indeed. I couldn't quite work out if the garbage collector is threaded or not though.
OK, it's working porperly now. I also found out that I don't have to give you the headers for GLBasic stuff. Only for plugins.
You could compile the plugins on a Mac, though and just link the .o file then.
I really have to test if you can (codesign and) upload the final thing with ApplicationLoader now. If that works, we're done.
Awesome! I'm so excited. :)
=D
:good:
Well done guys for getting this great idea to fruition! :good:
:good:
:nw:
I hate those certifications/profiles to test anythingon iOS so I'm playing with Android more often. But this sounds really amazing!
Any new?
:P
Well a recent post from Gernot hinted that he might bring out an update to GLB (mainly fixes from the sounds of things) before the next big update which sounds like it includes this. Cross fingers!
Cheers
Quote from: Crivens on 2011-Oct-20
Well a recent post from Gernot hinted that he might bring out an update to GLB (mainly fixes from the sounds of things) before the next big update which sounds like it includes this. Cross fingers!
Cheers
Hark0 are on Hype Mode... =D
Any news guys?
Please try to code-sign and upload this package with Application Loader on the Mac for the iTunes Store.
If it worked, please post how/what you did. It's done then.
[attachment deleted by admin]
?
I would like to help but I'm not sure what is being requested of us to test?
Do I need a Dev Account to test this?
Quote from: Kitty Hello on 2011-Nov-05
Please try to code-sign and upload this package with Application Loader on the Mac for the iTunes Store.
If it worked, please post how/what you did. It's done then.
Yes. Please download the package, and make a dummy app on your iTunes Connect account. Then try to code-sign it and upload that package. I'm a bit confused when it comes to Apple stuff. Usually Trucidare does all this for me :nw:, but he's pretty busy with his new job ATM.
ok here is how to do on mac:
- Extract iOS.zip
- Open Terminal
- Navigate to .app directory
- type codesign -fs "iPhone Distribution" _support.app
- wait
- if no errors apear right klick ob .app folder an archiv
- start ApplicationLoader /Developer/Applications i think
- choose your waiting for upload entry
- press send
Thank you for that but what is the purpose?
u need a mac to upload a app to apple. so you have to resign it before uploading
I don't have a dev account at the moment,can anyone confirm that this is working?
It's been so long since I compiled anything for iOS that I've forgotten how. Not only that, last time I did, I used XCode 3...
I really need to get back to iOS via the Mac - although I hope that Windows will be an option soon.
Quote from: trucidare on 2011-Nov-14
ok here is how to do on mac:
- Extract iOS.zip
- Open Terminal
- Navigate to .app directory
- type codesign -fs "iPhone Distribution" _support.app
- wait
- if no errors apear right klick ob .app folder an archiv
- start ApplicationLoader /Developer/Applications i think
- choose your waiting for upload entry
- press send
Can we make a script file that does this, so you only drag+drop the .app directory on the script and it makes a signed zip?
There's a mac_codesign.pkg (or similar) file in the newest glBasic\Tool dir. Is it that? When can we use it to codesign our iOS app on windows? I'm waiting for this, would be really good stuff.
Quote from: trucidare on 2011-Nov-14
u need a mac to upload a app to apple. so you have to resign it before uploading
So are you saying even if we can compile on Windows, we still need a Mac to upload it to the store?
Yes. No Mac, no upload to iTunes :(
The mac_codesign.pkg is (as the name says) the code signer for the Mac-Appstore apps.
Darn, that's annoying then. :(
That's ok, but we will can compile/upload and test with using only Windows? And when we upload the game to the store then we torn on the Mac and make it on it.