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Messages - shawnus

#61
The itunes connect dev guide doc says 20Mb 'over the air' with a 2Gb total size limit, was updated this month. According to the doc revision history the size limit was increased from 10Mb to 20Mb on 5th April.
#62
Ok Gernot, thanks.

Kind regards, Shawnus
#63
Hi All,

Having read the user guide & set aside a whole morning to do this (next tue) there is one thing I am still unsure of- which file is the 'binary'. I understand this has to be zipped & uploaded.

I am guessing that since it first has to be zipped then I must be able to identify it (unless the portal does this automatically, but then would it be automatically zipped as well as part of the process & if so then why does the guidance say I have to zip it manually 1st? Anyway...).

Looking in the 'xcode' folder I would guess its the '.app' folder, so with an exe called 'myapptitle':

XCode\GLBasic\build\Release-iphoneos\ myapptitle.app

so I would zip up this folder (myapptitle.app)?

Apologies for asking a question on something I have yet to actually do but I dont want to fall at the 1st hurdle. I have downloaded & read the Apple documentation but cant find any reference to where exactly the 'binary' is or how to identify it.

Any help appreciated.

Cheers, Shawnus
#64
I got a second hand macbook for £525 (about 1000usd I guess).

I was following several macbooks on ebay starting at & going for around $50-100- I just didnt have the confidence to put in a bid.

Regarding costs I had to spend another £25 on snow leopard & obviously buy an ipod touch. Then there is the $99 to join the apple dev programme, plus quite a lot of time & bandwidth (around 4Gb) spent downloading the xcode sdk & various updates.
#65
Thanks! Right, I've run out of excuses- off to binary upload-land!

Cheers, Shawnus
#66
Ok, thanks kaotiklabs. Just out of interest , in your experience / opinion do you think apple will reject the app if I dont put a splash screen in via GLB?

Cheers, Shawnus
#67
Splash screen orientation is now corrected but it still only appears for about half a second, leaving another 4.5 seconds of blank screen.

Would appreciate any advice as to the best way around this if poss please? I would guess that its to put another splash screen into GLB, or is there something I can do in xcode to keep the splash screen visible until the app 'fires up'?

Cheers, Shawnus
#68
ok, after learning how to click with 2 fingers (doh! still getting into Mac-mode!) I now have the default png in as per previous guidance but it only really flashes up for about half a second & then disappears, leaving another 4.5 seconds of black screen before the app comes up.

I checked the apple dev forum & it looks to be in the correct place (ie sitting in the .app directory). I have also noticed its in 'portrait' not 'landscape' mode orientation-wise but I dont suppose that makes a difference to the 'time on show'?

Cheers, Shawnus
#69
Matchy- ok, thanks will try that- kaotiklabs- I dont use a mouse just the trackpad on the laptop.

thanks all for the replies.

Cheers, Shawnus
#70
Hi All,

Please see this thread:

http://www.glbasic.com/forum/index.php?topic=3879.msg28327#msg28327

I have tried following the instructions but I don't understand whether I should be doing this in GLB (as the .app directory does not seem to appear on the mac) or in xcode (however there is no Rt click on the mac so I don't understand this either).

- GLB: I have created a 'Default.png' image and put it into the .app folder (which also contains the .exe and the media folder).
- xcode: I can open up the 'resources' rolldown which then shows icon png, iphone-info plst and the media folder, but I cant Rt click anything (on the mac) & cant find an option to 'add an existing file'.

Apologies another inane query no doubt- are there any step by step instructions that someone can point me in the direction of or could someone please describe the best way to get a splash screen on my iphone app ?
Cheers, Shawnus
#71
I'd like to thank everyone who volunteered help, advice and assistance regarding this issue- really appreciated.

Ian, thanks for your help, your re compile works just fine, as originally. This is obviously an error on my part somewhere along the line!

Cheers (until next time...), Shawn
#72
OK. After some extensive testing, starting from Ian's (1) recommendation as a starting point:

1. - I can keep the 'old code' and replace the original media with mine.
2. - I can successfully alter the code but need to keep the original media in place.
3. - I no longer get the MakeApp error message in GLB.
4. - I have done the pipe cleaning as per Matchy's recommendation.

Whichever way I go forward from 1 & 2 I get the 'exc bad access'.

I bought a mac around 6 weeks ago specially for this & downloaded the latest versions of everything (I think- xcode, v3.2.2, GLB v7.301).

I have around 15 years experience 'part time fiddling' in basic (darkbasic, blitz3d) and a few other things but I dont mind saying I am utterly beaten by this, I have spent hours on this & got nowhere with it, really. I think the problem is the whole GLB/Mac/xcode/app store process is a little challenging & I am having trouble finding the time to deal with it all, as well as keep updating my current PC project.

Anyway, enough moaning, I am at this stage more than happy to send the project to anyone who thinks they can deal with what is probably a silly little error on my part if anyone might be in a position to help?

Kind regards, Shawn
#73
Hi Ian,

Ok thanks Ill try again this evening.

I have already done 5, dont use 3 & partly tried 2 (although I assumed that there is only 1 cache and not multiple ones per project as I generally alternate successful (ie your) builds with unsuccessful (ie my modifications to your project) builds and they all go across to the iphone ok, although only mine generate the error).

Cheers, Shawn
#74
Hi, I am sure you are correct, however when I try to build in xcode I get this:

GDB: Program received signal: "EXC_BAD_ACCESS"

right at the very end as well!

I have had a bit of a fiddle again this morning, trying to re name the project, creating a new project and copying across the 'original' program files (that time I just get 'build:0 succeeded' without anything on the screen).

Just to summarise:

- I have had a project built & sent to me- this compiles fine in GLB and also builds in xcode.
- I can replace the media in this project with my own (whilst obviously keeping the original filenames)- this compiles fine in GLB and also builds in xcode.
- when I alter any part of the code in this project, subsequent GLB builds to xcode generate the 'MakeApp.exe' error and subsequent build in xcode to the iphone results in 'exc_bad_access'.

Am I missing something very fundamental here - I believe I have followed the build instructions very carefully?

Kind regards, Shawn
#75
Hi again all,

Ian, that guidance was successful- thanks! However...

Have done some thorough testing here. When I try to change a part of the code within the project files (this time the 'help' file) and re-compile I get a windows error message "MakeApp.exe has encountered a problem and needs to close. Apologies...etc".

I have only made a very small change- just repositioning the help sprite, although any change in any part of the code followed by a re compile generates this error.

So at the moment I cant seem to change the code in any way- any suggestions or workarounds appreciated. Please.

Kind regards, Shawn