This is a relatively short post to share a few of the most useful code snippets and resources I have found. They cover a few of the trickier ins and outs of building iOS apps on a PC without Xcode.
iTunes developer account, certificates, provisioning profiles and devices
Emanuele Feronato has put together an awesome post that is unbelievably detailed and useful, covering all the itunes account setup, certificate creation and provisioning profiles. I’ve had to use this process a few times and I don’t know how I would have got things done without it.
A good thing to note (that I innocently missed) is that when you go to upload your iOS app for review you must go through the same certificate process again using a Distribution certificate, not the development one described in this post. Along with that is a distribution provisioning profile and an updated p12 file. Continue reading →
Lately we have been working on the iOS port of Skyro and it’s going pretty smoothly. It was amazing to have the exact same code from the Android version running on the iPhone within 2 hours. I’ll cover more on the porting process in another post.
So far there have been very few issues moving from Android to iOS. Most of the work is dealing with different screen resolutions until I came across a small sound issue. The in game sound controls work perfectly and the iPhone’s volume buttons work as expected. What doesn’t work is the phone ‘mute’ or ‘silence’ functionality.
As I understand, the mute switch on the iPhone is used to silence all system notifications such as ring tones, message sounds and other system alerts. However, most phone users have come to expect that same mute switch to silence the sounds made by applications too. With AIR, this doesn’t work. The mute switch has no effect on the game sound (at least with the version 3.2 of AIR I’m using).
After hours of trying to include the .swc and .ane files in every which way, I could not get this thing to work. Everything I tried came up with some sort of error. 10 hours in and I finally got it working so I wanted to document how I got it running so I can save other people the same issues. Continue reading →
After 48 hours we were really tired with the lack of sleep. At least we managed to create something according to the theme the organisers provided.
We created Maru (circle or round in Japanese), a very experimental interactive flash experience.
It is a game about life, death and self sacrifice. You’re alone in the dark trying to find your loved one…
Here is a video:
So our take on the theme was to make a game of self sacrifice. As you walk through the darkness you slowly die, but when you die your corpse leaves light which is safe for you to travel through when you re-incarnate. The earlier you die, the more light you leave behind.
The aim of the game is to strategically sacrifice yourself in order to explore, activate the hidden switches that release the gates that are blocking you from your love on the right on the map.
On completing the level we show you the number of moves you took so you can improve on it next time round.