Couple of question about first iphone app
by john m ingato · in iTorque 2D · 11/12/2009 (3:24 am) · 5 replies
Hi, I've been making my first game in TGB and I'm about to bring it into iTBG to put it on the iphone. I just have a few questions.
1. Do you have to build your project on a mac or can you use the pc version to build it.
2. I've never used an iphone, I have an ipod touch coming in the mail to test it on. I'm assuming you can offer a demo of your game and the full version for purchase. How do you go about doing this. Is it done by having two different versions of the game or by one version that gets downloaded and just unlocks the full version? Is there any tutorials on how to best do this?
Thanks
-John
1. Do you have to build your project on a mac or can you use the pc version to build it.
2. I've never used an iphone, I have an ipod touch coming in the mail to test it on. I'm assuming you can offer a demo of your game and the full version for purchase. How do you go about doing this. Is it done by having two different versions of the game or by one version that gets downloaded and just unlocks the full version? Is there any tutorials on how to best do this?
Thanks
-John
#2
I have a .cs file which has a simset of all my worlds and levels. would there be a way for me in script to tell if the user purchased the full version or not and then just include a different .cs file?
So why do they have a Windows version of iTGB if you cannot build your game with it? Is it just so you can create it in windows and then build it on a mac when your done? I don't have a mac, but I do have OSX 10.5.5 running in VMWare Workstation. I installed TGB and when I try to run it I get an error that says
"Fata-ISV:(Users/garagegames/Desktop/quickbuild-data/working/torque/TGB/TGB_1_7/checkouts/engine/compilers/xcode/../../source/platformMacCarb/macCarbOGLVideo.cc @ 541)
we could not create a valid AGL rendering context"
Do you think this is because it's a virtual instance of the OS or am I doing something wrong? Is there anything I need to do after I install it to be able to run the editor?
Sorry for all the noob questions. I've never really used a mac before and this is all new to me.
Thanks for the help
11/12/2009 (3:57 am)
Yeah, for instance, my game has four worlds, with 5 levels per world. maybe offer a level from each world for free and purchase it to unlock the rest. I'd rather not list it as two different apps, but have the ability to unlock it. If anybody knows how to do that it would be great.I have a .cs file which has a simset of all my worlds and levels. would there be a way for me in script to tell if the user purchased the full version or not and then just include a different .cs file?
So why do they have a Windows version of iTGB if you cannot build your game with it? Is it just so you can create it in windows and then build it on a mac when your done? I don't have a mac, but I do have OSX 10.5.5 running in VMWare Workstation. I installed TGB and when I try to run it I get an error that says
"Fata-ISV:(Users/garagegames/Desktop/quickbuild-data/working/torque/TGB/TGB_1_7/checkouts/engine/compilers/xcode/../../source/platformMacCarb/macCarbOGLVideo.cc @ 541)
we could not create a valid AGL rendering context"
Do you think this is because it's a virtual instance of the OS or am I doing something wrong? Is there anything I need to do after I install it to be able to run the editor?
Sorry for all the noob questions. I've never really used a mac before and this is all new to me.
Thanks for the help
#3
we could not create a valid AGL rendering context") when running iTGB using Mac OS on VMware.
11/12/2009 (4:12 am)
I have a Mac-mini and Mac OS running on VMware. I got the same error ("we could not create a valid AGL rendering context") when running iTGB using Mac OS on VMware.
#4
I guess to allow scripters and level designers to work there or do part of the work there. I personally never liked nor supported it, because it means that dev time is wasted on something thats totally pointless (anyone who wants to do windows dev has TGB Pro 1.7.4. The iTGB / T2Di payments should / must flow into the editor + iphone deployment only, I couldn't care less about seeing it running on windows / osx especially if it runs suboptimal to crappy on the iphone itself)
But the optimization and iphone coding must be a mac (intel mac with osx 10.5.8+ and iphone sdk installed).
This is pretty clearly mentioned on the iPhone Development page as well where you subscribed for your development contract ($99 or $299 per year)
AGL Error:
You can not run any hardware acceleration in virtualization nor are you actually allowed to use OSX on anything but an Apple Mac by the EULA you agreed.
You will have to invest in a real mac if you want to do iPhone Development, even if it is one of the current Mac Minis.
11/12/2009 (10:06 am)
Why is there a windows version:I guess to allow scripters and level designers to work there or do part of the work there. I personally never liked nor supported it, because it means that dev time is wasted on something thats totally pointless (anyone who wants to do windows dev has TGB Pro 1.7.4. The iTGB / T2Di payments should / must flow into the editor + iphone deployment only, I couldn't care less about seeing it running on windows / osx especially if it runs suboptimal to crappy on the iphone itself)
But the optimization and iphone coding must be a mac (intel mac with osx 10.5.8+ and iphone sdk installed).
This is pretty clearly mentioned on the iPhone Development page as well where you subscribed for your development contract ($99 or $299 per year)
AGL Error:
You can not run any hardware acceleration in virtualization nor are you actually allowed to use OSX on anything but an Apple Mac by the EULA you agreed.
You will have to invest in a real mac if you want to do iPhone Development, even if it is one of the current Mac Minis.
#5
11/12/2009 (1:17 pm)
ok, thanks guys
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
2. If demo means a lite version that does not have disabled functionality then yes. what you aren't allowed to do is disable buttons etc to nag users, that will be rejected instantly. As such you need two different versions (or a single version with in app purchase which you would have to implement and develop yourself)