Team needs IOS exporter

Looking to build a team or have a job to offer?

Post » Wed Oct 31, 2012 5:25 pm

Hi,

I am in the middle of creating an app in Construct 2, or rather the programmer I have on board with me is.

Due to a miscommunication, when it came time to start testing out the app on IOS, I was suddenly informed that in fact, contrary to what the Scirra homepage would seem to suggest, building IOS builds is not a straightforward or even a guaranteed process like with GMS, etc., and in fact even requires the purchase of a Mac computer.

So now I am scrambling to find someone who might like to join the team to be in charge of making IOS builds.

If I understand correctly, on our end we can make it as far as "generating a file to be used in XCode, a program similar to the SDK used with PhoneGap, but that only runs in Mac". I think this is from CocoonJS.

Anyway, I would welcome someone who has a license and would want to work from the CAPX level or someone would only want to send back builds based on the aforementioned XCode file, but in any case if anyone who knows well the process of building IOS builds wants to help out, I can offer hopefully sufficient compensation for the time, and/or a percent all proceeds from the app store indefinitely assuming it works properly.rrosai2012-10-31 19:17:41
B
4
Posts: 15
Reputation: 369

Post » Wed Oct 31, 2012 9:55 pm

One option you might want to try is using a service such as
http://www.macincloud.com/

You can "rent" a mac online for as little as $1 a day.

You will still be required to have an ios developer license though to publish the app, (not 100% sure about debug versions though)

Please post back if this ends up working well for you, i'm curious but haven't tried yet.
B
50
S
21
G
8
Posts: 844
Reputation: 10,299

Post » Wed Oct 31, 2012 10:04 pm

Here's the process for using cocoonjs and xcode incase you haven't seen it

http://wiki.ludei.com/cocoonjs:xcodeproject
B
50
S
21
G
8
Posts: 844
Reputation: 10,299

Post » Wed Oct 31, 2012 10:41 pm

Thanks.

I did see that in a tutorial but I don't even come close to meeting the bandwidth requirements.

And even if I [blech] bought a Mac that doesn't include the time it will take for me to learn the first thing about using a mac or about half the stuff on that page.
B
4
Posts: 15
Reputation: 369

Post » Wed Oct 31, 2012 10:51 pm

Depending on the complexity of the game, it is also likely to not function particularly well on ios...
B
49
S
19
G
9
Posts: 431
Reputation: 10,001

Post » Wed Oct 31, 2012 11:32 pm

But doesn't CocoonJS say that as long as it works in the Launcher App in it will work the same in both apk and ios?
B
4
Posts: 15
Reputation: 369

Post » Tue Dec 11, 2012 10:27 pm

still looking for someone to help you build your game for ios?

if so PM me
B
41
S
11
G
4
Posts: 428
Reputation: 7,356

Post » Mon Jan 14, 2013 4:21 am

https://build.phonegap.com/
B
15
S
4
G
3
Posts: 20
Reputation: 3,251

Post » Tue Mar 26, 2013 11:26 am

And the Build service will give the exact same result as compiling whatever cocoon gives me myself?
B
4
Posts: 15
Reputation: 369

Post » Thu Mar 28, 2013 9:54 pm

[QUOTE=rrosai] And the Build service will give the exact same result as compiling whatever cocoon gives me myself?[/QUOTE]

The build service has a 10mb limit. Regardless, you will still have to use a mac and purchase an apple developer license. To those suggesting using macincloud, it is not a viable option as you need to connect a physical testing device to the computer. I have recently acquired a licence and am building my own iphone/ipad game atm, so I am qualified if you still need someone.
B
49
S
19
G
9
Posts: 431
Reputation: 10,001

Next

Return to Job Offers and Team Requests

Who is online

Users browsing this forum: No registered users and 2 guests