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Main forum => Announcements => Topic started by: Kitty Hello on 2009-May-04

Title: iPhone / iPod
Post by: Kitty Hello on 2009-May-04
Aye, the first Hello World program compiled today.
That means, that pretty much all problems should be solvable now.
Title: Re: iPhone / iPod
Post by: Hatonastick on 2009-May-04
Wow...  That's fantastic news mate!  :good:  Now I need to start saving up for an iPhone for when we can start making games for them.  =D
Title: Re: iPhone / iPod
Post by: Neurox on 2009-May-04
Yeah, it's a fantastic news!
Many compliments Gernot!

Bye,
Neurox
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-May-05
I am imppaciente for knowing more news on this matter.

I suppose that I am not the only one of this forum
that interested to write with GLB software for iphone.

:good: Gernot :good:





:-[PS: Sorry for my bad english.
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-May-05
A little comment...

My jailbreaked iphone 16gb are avaliable for test.... if are needed.



;) :whistle:
Title: Re: iPhone / iPod
Post by: neseir on 2009-May-06
 :good:

Great !!
Title: Re: iPhone / iPod
Post by: Ian Price on 2009-May-06
That really is great news. B'lox! for iPhone coming soon ;)
Title: Re: iPhone / iPod
Post by: bigsofty on 2009-May-08
Wow, the 3D on iPhone should be immense!  =D
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-May-15
Hiro trucidare just gave me this: http://img200.imageshack.us/my.php?image=15052009120.jpg (http://img200.imageshack.us/my.php?image=15052009120.jpg)
Title: Re: iPhone / iPod
Post by: Ian Price on 2009-May-15
Erm... yes. :s

I'm presuming it's the first baby steps of i-GLB?
Title: Re: iPhone / iPod
Post by: Hatonastick on 2009-May-16
Hope so.  I'm hoping the addition of iPhone support will bring in a whole bunch of new people to the GLB fold.  Plus I'm sure the injection of cash wouldn't go astray for Gernot.  :good:
Title: Re: iPhone / iPod
Post by: doimus on 2009-May-16
ROCK ON GLB! :good:

Can we have bit more info about the workflow? Do we still use the same IDE for iphone version or are we getting Mac ide? How do we upload to iphone (xcode) etc.



PS: Gernot, you're rich man when it's released and word goes out in the iPhone dev community! =D
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-May-18
The IDE will (as for all platforms) stay as it is. Yes, you will be able to compile iPhone games from windows (that's the plan at least).
It looks quite promising so far, really. Some basic stuff compiled already. I have to see how the GLBasic engine works with OpenGL-ES, since this is the first machine to use it.
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-May-18
Quote from: Kitty Hello on 2009-May-18
The IDE will (as for all platforms) stay as it is. Yes, you will be able to compile iPhone games from windows (that's the plan at least).
It looks quite promising so far, really. Some basic stuff compiled already. I have to see how the GLBasic engine works with OpenGL-ES, since this is the first machine to use it.

hype hype hype

:good:
Title: Re: iPhone / iPod
Post by: doimus on 2009-May-18
Quote from: Kitty Hello on 2009-May-18
The IDE will (as for all platforms) stay as it is. Yes, you will be able to compile iPhone games from windows (that's the plan at least).
It looks quite promising so far, really. Some basic stuff compiled already. I have to see how the GLBasic engine works with OpenGL-ES, since this is the first machine to use it.

But I guess one will still need an Intel Mac for testing on the simulator or uploading to the iPhone / iPod Touch?

And may I suggest concentrating on 2D features, first. Due to the nature of iPhone, there are quite a few 3D engines for it already but, being somewhat involved with iPhone dev community, I can say that there are A LOT of people STARVING for proper and simple 2D engine, as there is none at the moment.
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-May-19
It seems to run OK now. Next steps are sound playback and proper code signing.
It's a dream.
Title: Re: iPhone / iPod
Post by: Hatonastick on 2009-May-19
Woo hoo!  Go Gernot! :)
Title: Re: iPhone / iPod
Post by: Ian Price on 2009-May-19
Nice one :)
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-May-20
Quote from: Kitty Hello on 2009-May-19
It seems to run OK now. Next steps are sound playback and proper code signing.
It's a dream.

Signing app?

:doubt:

How without Apple?

Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-May-20
Code signing w/o apple... Well, you surely need an apple ID if you want to sell on the AppStore. We'll try to bring that in, yet. Code Signing for jailbreak iPhones is done, already.
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-May-21
Quote from: Kitty Hello on 2009-May-20
Code signing w/o apple... Well, you surely need an apple ID if you want to sell on the AppStore. We'll try to bring that in, yet. Code Signing for jailbreak iPhones is done, already.

Thanks for the answer.  :good:

I continue waiting for more innovations on the matter (like as the companions of the forum).

Good work!

=D
Title: Re: iPhone / iPod
Post by: FutureCow on 2009-May-29
Awesome work Gernot!!!!
Title: Re: iPhone / iPod
Post by: matchy on 2009-Jun-14
Very exciting developments.  =D
Title: Re: iPhone / iPod
Post by: bigsofty on 2009-Jun-18
Keeping a close eye on this important thread,  :good:

Any updates Gernot?

Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-18
Apple takes an age for my developer enrollment. But I ned this to verify you can code-sign your game and upload it in the appstore.
Title: Re: iPhone / iPod
Post by: bigsofty on 2009-Jun-18
Quote from: Kitty Hello on 2009-Jun-18
Apple takes an age for my developer enrollment. But I ned this to verify you can code-sign your game and upload it in the appstore.

Ah, that's understandable, thanks for the update bud.  ;)
Title: Re: iPhone / iPod
Post by: MrTAToad on 2009-Jun-18
Is it all pretty much up and running then ?
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-19
The main stuff is working. There might be a few things to change, still. But I'm waiting for the official appstore upload, because I'd have to jailbreak my iPod to test further, which I do not want to do. Unless not before I verified that code signing is working properly.
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-Jun-19
Quote from: Kitty Hello on 2009-Jun-19
The main stuff is working. There might be a few things to change, still. But I'm waiting for the official appstore upload, because I'd have to jailbreak my iPod to test further, which I do not want to do. Unless not before I verified that code signing is working properly.

hmmm.... very interesting!

:good:
Title: Re: iPhone / iPod
Post by: MrTAToad on 2009-Jun-19
Will potential users of executables be able to run them without needing to mod the iPhone ?
In addition, will it work with the iPod Touch ?
Title: Re: iPhone / iPod
Post by: javiero on 2009-Jun-20
Gernot:

I have a ipod touch. If you need I can make some test.

Please, excuseme my very bad english, sorry.
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-22
Thank you for your offers.
We do have "both" versions of the iPod ourselfes. But we need to get it working on "untouched" iPods, first , before we can relase the SDK.
Title: Re: iPhone / iPod
Post by: FutureCow on 2009-Jun-22
Will there be any iphone specific features? (Assuming the iphone HAS some specific features the other platforms don't have - can you tell I don't have one?! :D )
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-22
MultiTouch it has. But I try to implement MultiMouse on windows, too.
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-23
QuoteYou agree not to install, use or run the SDK on any non-Apple-branded computer...

Any ideas how to proceed?
Title: Re: iPhone / iPod
Post by: johngood on 2009-Jun-23
Unity Pro 2.5 runs on Windows XP and you can buy the plugin/SDK for iPod/iPhone!
So Windows XP is not running on an Apple branded machine... :good:

Regards,
johngood
Title: Re: iPhone / iPod
Post by: doimus on 2009-Jun-23
Quote from: Kitty Hello on 2009-Jun-23
QuoteYou agree not to install, use or run the SDK on any non-Apple-branded computer...

Any ideas how to proceed?

That was exactly  what I meant in earlier thread when I asked about compiling on non-apple computers.

You have to have an intel Mac to compile for iPhone, period. Actualy you need Intel mac to sign the app.

But there are ways around this. You could output Xcode package from whatever platform  and then use Mac just for signing.
Take a look how Shiva3D does it, for example. It's Win only 3D engine which does iPhone through Win/Xcode method.

@johngood - Unity runs on Windows, but Unity for iPhone (a separate app) runs on intel Mac only, ie  Unity != Unity for iPhone
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-23
Technically there's no problem. We can do code signing, we can compile. But Apple does not allow me to redistribute parts of the SDK.

So... What to do?

- Have all of you download the SDK manually, and become a criminal by extracting the required parts for the GLBasic compiler?
- Try to make dummy libraries that are compatible with Apple's (best idea, most work if possible at all)
- Contact Apple with a "pretty please and cherries on top"?
- Make a ZIP that you can open on your Mac in XCode to compile the release version?

I'm really in despair now. So sad.
Title: Re: iPhone / iPod
Post by: doimus on 2009-Jun-23
Any messing with apple's stuff is potential cease-and-desist from them, so that rules first two options out. :x
Kindly asking never got anything for anyone when dealing with Apple, no matter how many cherries on top, but you should try. Who knows, they might even like the idea. But don't hope too much.

And that leaves us at the third option, which is exactly what Shiva3D does. Export zip and compile it from intel Mac.

Somebody else could provide info about breaching the sdk rules and extracting the required data, but it should be done somewhere else, by somebody unknown, who cannot be linked with this site and/or GLB, and I didn't just say this. :whistle:
Title: Re: iPhone / iPod
Post by: Ian Price on 2009-Jun-23
There is an alternative Gernot - Create GLB for Apple branded machines. Then you could legally offer iPod/iPhone compilation.

I didn't say it was/is easy, but it would be 100% legit and above board. You could then sell your product to 2 different markets - OSX and Win. It's more work for you to create and support, but could bring in lots of game-starved Apple iWhatever developers (and money!)

If I had access to a Mac I wouldn't mind paying an additional fee for an Apple licence.
Title: Re: iPhone / iPod
Post by: FutureCow on 2009-Jun-23
It's unfortunate that we all probably won't get to build products for iphones. Damn you Apple!
Is the SDK freely available? If that's the case then is there a way you can make it (without getting you in trouble!) such that you say "you can only do this legally if you own an apple" to cover yourself but if people decide to do it otherwise then that's their choice?

ie. In the same way that it's not illegal to provide people with DVD copy software, but if they choose to copy games/movies etc with it then that's their problem.
Title: Re: iPhone / iPod
Post by: doimus on 2009-Jun-23
Quote from: Ian Price on 2009-Jun-23
There is an alternative Gernot - Create GLB for Apple branded machines. Then you could legally offer iPod/iPhone compilation.

Agreed! That would be the best option actually.
Make it two separate products, price the Mac version at 200 euros  =D (Apple fans only buy expensive stuff! =D) and offer the cheaper cross-grade option for current owners.
Title: Re: iPhone / iPod
Post by: javiero on 2009-Jun-23
Quote from: Ian Price on 2009-Jun-23
There is an alternative Gernot - Create GLB for Apple branded machines. Then you could legally offer iPod/iPhone compilation.

+1

I have a iMac too.  :whistle:

Maybe only a compiler (no editor, no nothing more), only a compiler for get the .gbas files and compile with all necesary.
Title: Re: iPhone / iPod
Post by: MrTAToad on 2009-Jun-23
It might be best to spin-off the iPhone/iPod compliation for Intel Mac users...
Title: Re: iPhone / iPod
Post by: Why0Why on 2009-Jun-23
Hi All,

I just purchased GLBasic based on this thread.  I want to do iPhone dev in a basic language.  I have been using Blitz for years and someone on the forums there mentioned GL.

I think the easiest solution is to require the code to be compiled on an Intel Mac.  I will still develop in a Windows machine.  I am sure there are users here that would be willing to compile code for glbasic users that don't have Intel Macs.

I really want to see this happen.  Keep up the good work!

Why0Why
Title: Re: iPhone / iPod
Post by: Ian Price on 2009-Jun-23
It's certainly appears to be anti-competitive. I wonder whether European laws could prevent such monopoly?

SEGA lost a court battle with the Darling bros (CodeMasters?) over creation of Megadrive software (MicroMachines IIRC). Admittedly they were using their own SDK and not an official SEGA one, but that has to be comparable. Unfortunately, by being such a small developer, you wouldn't be able to (or probably even want to) take this to court.
Title: Re: iPhone / iPod
Post by: Sokurah on 2009-Jun-24
Hi,

I just registered to say that I've been thinking about switching from BlitzMax to GLBasic for a while now, and I really hope you're able to sort out these problems with getting things to work on the Iphone, because that's definitely something that could make me make the switch.

Good luck.

Btw, I saw that multitouch is working, but what about using other Iphone specific things like GPS, camera and the accelerometer?


Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-24
accelerometer is in the joystick API, GPS and camera not, yet. Shouldn't be too hard, though.
Title: Re: iPhone / iPod
Post by: FutureCow on 2009-Jun-25
Torque's iphone page suggests you can do all your development on the PC. It seems they may be breaking Apple's licence rules or have a different agreement with Apple.

Quoteyou can prototype your iPhone game in TGB on PC or Mac

http://www.garagegames.com/products/torque-2d/iphone

I just searched the licence agreement and there is no reference anywhere in it to the word "Apple", so it doesn't appear to be hidden in the fine-print.
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-25
Quoteeasy to use C++ like scripting language
They do not need the iPhone SDK libraries. They have an interpreter and that's it.
Title: Re: iPhone / iPod
Post by: doimus on 2009-Jun-25
@FutureCow - the key word is "you can prototype games", which doesn't exactly mean you can upload it to iPhone or Appstore from Windows.
Heck, you could prototype iPhone games in QBasic on MS-DOS if you want, nobody stops you.
That's just how Garage Games advertising works: a bit of truth-evasion never hurt anyone, right?  :puke:
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-25
http://worldofstuart.excellentcontent.com/ipod/touch.htm (http://worldofstuart.excellentcontent.com/ipod/touch.htm) iPod Touch - the future of protable gaming?
Quite nice article. Short read: iPod Touch is a great peace of hardware for games. Excellent price/product ratio, but the iTunes program for the PC sucks. A lot. It sucks so much, I (Kitty) don't even use it at all. I just used it once to get the iPod running, then deleted it and the QuickTime player, too.
Best is the "buy now" option from the iPod, where you tap a game, enter your password and apple will send a bill that they transfered the money from your bank, every month. Much easier to set up and buy than on XBLA and what not.
Title: Re: iPhone / iPod
Post by: Sum41 on 2009-Jun-26
So why dont you just share the SDK and write into the license and agreements that you may only compile / run / use it if your running an apple licensed computer?
I mean... thats how bots for browser games are shared. Only for testing purposes...
Title: Re: iPhone / iPod
Post by: FutureCow on 2009-Jun-26
Quote from: Sum41 on 2009-Jun-26
So why dont you just share the SDK and write into the license and agreements that you may only compile / run / use it if your running an apple licensed computer?
I mean... thats how bots for browser games are shared. Only for testing purposes...


+1 :good:
Title: Re: iPhone / iPod
Post by: javiero on 2009-Jun-26
Quote from: Sum41 on 2009-Jun-26
So why dont you just share the SDK and write into the license and agreements that you may only compile / run / use it if your running an apple licensed computer?
I mean... thats how bots for browser games are shared. Only for testing purposes...


+2
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-26
I think I won't get this so easily. But, we're working on a solution that fits all.
Title: Re: iPhone / iPod
Post by: bigsofty on 2009-Jun-28
I can't afford to buy an Apple, the wife would kill me! :P

Hopefully there is a solution that does now require this.
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-28
ahem. There is a way to install an OS-X on a < 199,- EUR Acer Aspire One.
Not that it's legal nor reccomended. But, yes, it works.
Title: Re: iPhone / iPod
Post by: MrTAToad on 2009-Jun-28
QuoteI can't afford to buy an Apple, the wife would kill me!
Could always get an iPod Touch thingie - which, if Gernot can get everything up and running, is something I may do...
Title: Re: iPhone / iPod
Post by: Moru on 2009-Jun-28
Quote from: Kitty Hello on 2009-Jun-28
ahem. There is a way to install an OS-X on a < 199,- EUR Acer Aspire One.
Not that it's legal nor reccomended. But, yes, it works.

As long as you buy the computer and the OS, it's yours to install wherever you want to. There is no court that will stop you from doing that. They don't have to SUPPORT your installation though so if you run into problems you have to solve them yourself.

However if you limit your big music store to only be compatible with your own MP3-player as apple did, this is not legal in some countries:

QuoteAcross Europe, consumer groups have been confronting iTunes, attempting to enforce interoperability.

Most significantly, in Norway, Apple CEO Steve Jobs' new stance on digital rights management (DRM) comes only a few weeks after a Jan. 19 ruling by the Consumer Ombudsman that the company's FairPlay system contravened the country's Marketing Control Act.

The ruling determined that, by restricting consumers' use of music, Apple's FairPlay DRM technology broke contract law in Norway.

Apple has until March 1 to outline its plans to resolve the various issues raised by the Ombudsman and has to implement those—or prove it is substantially on the way to implementing them—by Oct. 1.

Norway has sued Apple in some other case a few years ago but I can't find any references to it now and too warm/lazy to search :-)
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jun-28
There's 2 things not to mix!
1) You need an apple device to program for the iPhone/iPod Touch (a Mac computer)
2) You might be wise to have an iPod Touch to acutally *test* your program on the real device then.

All in all about 500,- EUR to get started. It's quite something. OTOH, you can always ask here and someone might do this for you. We can talk about your game and if we think it will be good enough to reward you 1000,- EUR, you should buy a Mac and iPod and go real.
We could also offer a "distribution" service, so you send the game and we share the earnings like 90/10 or so with you.
Title: Re: iPhone / iPod
Post by: javiero on 2009-Jun-28
Quote from: Kitty Hello on 2009-Jun-28
There's 2 things not to mix!
1) You need an apple device to program for the iPhone/iPod Touch (a Mac computer)
2) You might be wise to have an iPod Touch to acutally *test* your program on the real device then.

All in all about 500,- EUR to get started. It's quite something. OTOH, you can always ask here and someone might do this for you. We can talk about your game and if we think it will be good enough to reward you 1000,- EUR, you should buy a Mac and iPod and go real.
We could also offer a "distribution" service, so you send the game and we share the earnings like 90/10 or so with you.

Is really good idea.  :good:
Title: Re: iPhone / iPod
Post by: Hatonastick on 2009-Jun-28
So basically the only issue preventing us from being able to use GLB to make iPod games is some daft, restrictive, monopolising licensing thing on the part of Apple?  If that's the case I see that the more things change, the more they stay the same.  I've always been a fan of Apple gear, just not the way they handle licensing and marketing.

Well, I just lost any interest in making iPod related games.  Not that it's a big loss for the world I guess as I've not made anything on any platform lately. :)  I'll just go back to my MMOing.
Title: Re: iPhone / iPod
Post by: bigsofty on 2009-Jun-28
Id rather go the official way but I will probably be forced to go the cheapest route, due to my financial situation.

Well at least there is options ;)
Title: Re: iPhone / iPod
Post by: doimus on 2009-Jul-08
Java/Obj-C cross-compiler for iPhone:

Some very smart folks have devised a way to cross-compile Java apps into iPhone native Objective-C code, using XML virtual machine! O_O

http://www.linux-mag.com/cache/7408/1.html (http://www.linux-mag.com/cache/7408/1.html)
http://www.xmlvm.org/iphone/ (http://www.xmlvm.org/iphone/)

The beauty of it all is that you can develop Java apps on any platform you wish and then just compile for iPhone on Intel Mac. The ugly side of it is that it's, well.... ugly! At least for me Java/XML/Obj-C = no habla senor! :sick:

But I guess there could be some useful info for iGLB development in there...
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jul-09
It's interpreted code in the end. No, thanks.
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-Jul-09
Quote from: Kitty Hello on 2009-Jul-09
It's interpreted code in the end. No, thanks.

+1


:good:
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jul-09
Big problems. The SDL version for iPhone does not compile with SDK 3.0 and the original author told me he has no time to fix it.
I'll have to drop SDL then and write that part of the code as well. Might bring some delay. So sorry.

Is anyone waiting impatiently for V7 features? I might up a beta then.
Title: Re: iPhone / iPod
Post by: FutureCow on 2009-Jul-09
I'd love a v7 beta!!!
Title: Re: iPhone / iPod
Post by: 9940 on 2009-Jul-09
Me too !
Title: Re: iPhone / iPod
Post by: Cartoonkicker on 2009-Jul-09
Me too!
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jul-09
ok, lol. I'll pack une up the next days, but I remove the iPhone interface so far (it might be there, but you get errors when you try).
Title: Re: iPhone / iPod
Post by: MrTAToad on 2009-Jul-09
QuoteI'll have to drop SDL then and write that part of the code as well.
Going to write your own SDL system ?  =D
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Jul-10
Basically, it's just screen setup, touchscreen polling and accelerometer. I have it linking. I'll trace the bugs now.
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-Jul-10
Quote from: Kitty Hello on 2009-Jul-09
Is anyone waiting impatiently for V7 features? I might up a beta then.

+1
Title: Re: iPhone / iPod
Post by: Hark0 on 2009-Jul-10
Quote from: Kitty Hello on 2009-Jul-09
....but I remove the iPhone interface so far (it might be there, but you get errors when you try).

ohhhhhhhhhhhhh  :zzz:
Title: Re: iPhone / iPod
Post by: Sokurah on 2009-Aug-10
Say you're making an iPhone/Pod game, how would you go about testing your code?

Can you compile for PC and run it there (perhaps with the mouse emulating a single touch on the screen) or do you have to squirt it over to the real device to test the code?
Title: Re: iPhone / iPod
Post by: Moru on 2009-Aug-10
As usual with GLBasic you can test everything under windows on your PC while developing your game except for the platform-specific things like multitouch.
Title: Re: iPhone / iPod
Post by: trucidare on 2009-Aug-10
Here some Screens - Developement goes on...

the code:

Code (glbasic) Select
// --------------------------------- //
// Project: TryTest
// Start: Monday, August 10, 2009
// IDE Version: 7.073

REQUIRE "network.mm"

// Create new Popup
IMPORT "C" void GlbPopup(const char* title, const char* text, const char* firstButton, const char* secondButton);
// Get Pressed ButtonIndex (1,2)
IMPORT "C" int GetPopupState();
// CreateTextField
IMPORT "C" int GlbTextField(unsigned long pwnd);

GlbPopup("Message...","This message was created with GLBasic \n One Line \n ;)","","Ok")


WHILE TRUE
Ret = GetPopupState();
IF Ret = 1 THEN Re$ = "You pressed Ok..."

PRINT Re$,0,0
SHOWSCREEN
WEND



[attachment deleted by admin]
Title: Re: iPhone / iPod
Post by: Sokurah on 2009-Aug-10
One more question (because it's easier to ask here instead of going Googling) ;)

I've read two conflicting things about programming for the iDevices.

1). Pay Apple $99 a year to be able to run your game on the real device.
2). Pay Apple $99 a year to be able to distribute your software through the App Store.

Which is it?

The thing is that I'd like to play with it and experiment a bit and that may take a while as I've got plenty of other things to do too (and I'd have to learn a new programming language). I wouldn't want to pay $99 for just being able to play around...not if I can avoid it anyway. Would jailbreaking help here?
Title: Re: iPhone / iPod
Post by: MikeHart on 2009-Aug-10
@Sokurah:

With paying $99 you can test it on your iphone AND try to publish it trough the store. Be aware that Apple can reject your App and it will never see the App store. Just to let you know.

@trucidare: NICE, I like what I see.
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Aug-11
@Sokurah: I'm not allowed to provide a full toolchain for windows (ask Apple :/ ), thus you would need the 99$ program to see your game on a real device.
If you send me the created XCode project (that's pre-compiled, no source exhibited), I might add your device to the AdHoc list and send it to you so you can see it in real action.
If you're planning on going serious, 99$ is the way to go. If you only want to submit freeware, I think of a service to do that for all of you. I have to think about some sort of contract, so I'm not gatting sued for your bugs, though :P
Title: Re: iPhone / iPod
Post by: Sokurah on 2009-Aug-12
Quote from: Kitty Hello on 2009-Aug-11
@Sokurah: I'm not allowed to provide a full toolchain for windows (ask Apple :/ ), thus you would need the 99$ program to see your game on a real device.

What does this mean?

I've done a little research and have established that you can run all games and appilications on the iPhone if it's jailbroken. What does that mean when it comes to apps made with GLBasic - do I need to pay Apple anyway...even if I'm not interrested in the AppStore and only want to run things I make myself locally?
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Aug-12
Apple says "You agree not to install parts of the SDK on non Apple branded hardware". I have to play by the rules, sorry.
Title: Re: iPhone / iPod
Post by: Hatonastick on 2009-Aug-12
What it means is it's a licensing issue with the Apple iPhone development toolkit.  That's what Gernot is saying.  Because of that one line in the license, Gernot can't have GLB compile for the iPhone out of the box on a Windows machine (despite the fact that he's already proven that he can).  So instead he had to set it up so that GLB creates a project that you can then transfer to a MacOS machine and compile on there.  Stupid isn't it -- but it's not Gernot's fault.
Title: Re: iPhone / iPod
Post by: Moru on 2009-Aug-12
Why buy an Apple product if you wanted to develope for it yourself? Better go with something open source...
Title: Re: iPhone / iPod
Post by: trucidare on 2009-Aug-12
Its the best solution. To keep the iphone sdk actual under windows we must test all new SDK releases upcomming. 2.2.1 worked then came 3.0 and we tried long time to compile somthing. 3.1 is in beta status.

The compiler didnt change but the linker. With new products coming in apple product lines using this toolchain the linker command tables will change. and we must create new linker every version of the sdk. Hardwork i know it ;)

So the objc compiler works with every version of the sdk and creates object files. Copy to latest iphone SDK on your mac and link. Everything cool, and legal.


P.S.: Bitte mal einer richtiges Englisch draus machen, Danke :)
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Aug-13
Quote from: Moru on 2009-Aug-12
Why buy an Apple product if you wanted to develop for it yourself? Better go with something open source...
Q: Why develop for the iPhone?
A: [rul]http://firemintgames.blogspot.com/2009/04/flight-control-sales-numbers.html[/url]

Q: Why bye an Apple product
A: Sales to date (6 March to 27 April): over 700,000

Q: But, Apple - it's totally overpriced
A: Sevenhundredthousand in two months

Honestly, developing for the iPhone is not about "I want to play my own game just me and my buddy". It's the door into the big business for us morons.
Title: Re: iPhone / iPod
Post by: codegit on 2009-Aug-14
After your game is released onto the apple App store. What do you guys think will be the best way to market the game? Web site, twitter, Blog, click avertising, (combination of all)?????????? (Have I left something out that should also be included)

 
Title: Re: iPhone / iPod
Post by: Kitty Hello on 2009-Aug-14
http://www.mobileorchard.com/9-places-to-publicize-your-iphone-app/ (http://www.mobileorchard.com/9-places-to-publicize-your-iphone-app/)
Title: Re: iPhone / iPod
Post by: Hatonastick on 2009-Aug-15
Can you make 3D games for the iPhone/iPod Touch with GLB?  I mean are the GLB commands for 3D supported on that platform?
Title: Re: iPhone / iPod
Post by: Sokurah on 2009-Aug-15
Quote from: Hatonastick on 2009-Aug-15
Can you make 3D games for the iPhone/iPod Touch with GLB?  I mean are the GLB commands for 3D supported on that platform?

I can answer that one.

Uncle made this great post (http://www.glbasic.com/forum/index.php?topic=3265.msg24079#msg24079) which includes a video on how to compile as well as sourcecode and the example is 3D.
There may be limitations to what the iThingies can do with GLBasic, but it looks like you can do most things. Someone else must answer that.
Title: Re: iPhone / iPod
Post by: Hatonastick on 2009-Aug-15
Well as long as the built-in 3D commands for GLB are handled/usable it should be fine.  The game uses simple shapes that I define myself using the X_OBJ commands and not external models.

Edit: In that example movie of Uncles, is he running GLB under virtual windows on a mac or is it the other way around?

Edit 2: Never mind, I think I just answered that one myself. :)