ios build issues with XDK

Discussion and feedback on Construct 2

Post » Fri Dec 12, 2014 9:38 am

Hi everyone I am sure most people are living issues when building for ios especially XDK users. So I just would like to share my experiences when building for ios and submitting to app store.

What I basically do: (The following works with Leadbolt plugin for ios)

1-Export from C2 as Phonegap
2-When you create a project don'T start from scratch but select the Existing HTML project and show the folder your exported from Construct2.

3-Find the intelxdk.config.additions.xml file and inside copy and paste the following lines:

<icon platform="ios" src="images/ios/180x180.png" width="180" height="180" />

<splash height="2208" platform="ios" src="images/ios/1242x2208.png" width="1242" />

<splash height="1242" platform="ios" src="images/ios/2208x1242.png" width="2208" />

<splash height="750" platform="ios" src="images/ios/1334x750.png" width="1334" />

<splash height="1334" platform="ios" src="images/ios/750x1334.png" width="750" />

These extra snapshots should be added manually you should also prepare and add your other snapshot at ios splasscreen settings.

Make sure you name your images as written above then create a folder called "ios" and copy and paste your images inside the ios folder.

When you set up your Certificate and provisioning files the build should be successfull.

If you would like to test your game create Adhoc provisioning file, download it and before build upload it to Adhoc part and make sure you select Adhoc. Then after you download the build (.ipa) (Make sure you Connect your device ipad, iphone open itunes) file right click open with itunes. It will add it to the apps then drag it to your ipad in simulater and click sync or apply.

For appstore select Production instead of Adhoc then build your game.

upload your .ipa file to appstore with apploader. (Only for this part you need Mac Machine other than that you can create all the build inside a PC)
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