Im looking to buy the full version of GLBasic but just wanted to clarify a couple of things regarding iPhone deployment
First, reading the posts on here im assuming that apps written with GLBasic can be sold in the Appstore if you have all the correct developers licence (which I do).
If this is correct am I right in thinking the steps involved are write the software on a pc and then build for iPhone, then take all the files built and copy them to the mac, open the project in xcode, add the dev licence details and then build to deploy to the simulator or the actual phone and then test. Once im happy then make the build in xcode for uploading and submit to apple
Also, does the 3d stuff work on the iPhone? im not thinking of using that at the moment but may do later on
Finally, has anyone here got any apps approved by Apple written with GLBasic? If so which ones so I can take a look at whats possible.
Thanks for your time
Gary
QuoteFinally, has anyone here got any apps approved by Apple written with GLBasic? If so which ones so I can take a look at whats possible.
Gernot has - look for Wumbo's Adventure.
For the first part, the course of action is more or less correct.
While you can do all that just to test your game, it's much easier to just press F5 to run the game on your PC for testing, then when you are happy with it you do all the other steps to get it onto your iPhone for serious testing and then the app store :-)
Quote from: Moru on 2009-Oct-04
While you can do all that just to test your game, it's much easier to just press F5 to run the game on your PC for testing, then when you are happy with it you do all the other steps to get it onto your iPhone for serious testing and then the app store :-)
Agree with what Moru says here for testing game logic its fine to run the game on the PC, however for performance testing compiling to the iphone is the way to go. Also few features which work on the PC don't work on the iphone (no major show stoppers), and some have work arounds but its best to be aware these by double checking and compiling to the iphone every now and then.
Definitely agree with Unc on performance testing on the iPhone. You'll find its massively underpowered compared to the PC and its easy to slip into - "wow looks ace on the PC - sure it'll look the same on the iPhone".
I thinke no one mentioned this:
You can't use the simulator to test your app. You have to test in windows. But deploy very very early to find out what works on the iphone at what doesn't.
Thanks for all your replies. I think everything was covered there and playing with the demo version it seems perfect and a lot cheaper than unity :)
Its also refreshing to see such a welcoming and helpful forum for the newbie
Thanks
Gary
Is possible GLBASIC make a .IPA (like the new version of Adobe CS5) ?
no, adobe works with apple hand in hand. so i think adobe got a compiler to create ipa. Nothing that we or other private persons ever get.
(makes no sense hmm, damn english)
Ok, thanks traducidare ;)
what is IPA?
Quote from: Kitty Hello on 2009-Oct-07
what is IPA?
a .EXE for iphone
EDIT: not, really not a.exe, is like a install packet with all
Quote from: trucidare on 2009-Oct-06
no, adobe works with apple hand in hand. so i think adobe got a compiler to create ipa. Nothing that we or other private persons ever get.
(makes no sense hmm, damn english)
Surely this is against FAIR COMPETITION laws. If they give it to one company they (Apple) must release to everybody. :puke:
*.IPA = Installer Package
... in other words. ipa = zip file. :D
Finally bought GlBasic today. Still wish there was a way to edit something or other to test in the iphone simulator on my mac though.
Mike R
Well I played with the demo (congrats to the progammers for giving the full product away as the demo, it meant I could do everything i wanted to try with only the watermark and 5 min restriction), copied it to the mac, compiled first time and was on the iPhone within minutes.
Sure it would be nice to do the editing on the mac and then load into Xcode but its still a lot easier to learn than interface builder and all the other complex Apple commands.
Im now fully registered with the full version and to be honest it's worth twice the price for the simplicity of use
I agree. It most certainly is easier to work with than xcode direct. Would be nice at some point to have a full list of commands perhaps in the helpfile that are not supported on the touch. Other than that I love it. Will show soon what myself and my partner have been working on.
Cheers
Mike R
The next manual update has an iPhone section that also states the 3 commands: "BLENDSCREEN, GRABSPRITE and USEASBMP" that won't work in landscape mode. As well as "KEY", which does not really make sense on the iPhone.
Hehe.
Yes, I will make some more functions like that and pack them in an iPhone library. Would make sense.
Anything new for the iPhone will be good...... :nana: