Game Development Community

Game preparation prior to upload to App store

by Dirk Hoffmann · in iTorque 2D · 05/23/2009 (5:25 am) · 8 replies

Hi,

Do I have to eliminate all the .cs files out of my resources prior to upload to the app store only leaving in the .dso files.
If yes, all the .cs in the Game folder as well as in the common folder ?

Thanks for clarification !!

#1
05/23/2009 (6:10 am)
The .cs files shouldn't be in the folders by default when you choose to build from iTGB. Just build your distribution app and check that the only .cs file is your topmost main.cs outside the common/game folders. If you still have other sourcefiles in there, you might be linking the wrong directories to your Xcode project.
#2
05/23/2009 (6:22 am)
I couldn't get it, sorry.
How to choose to build from iTGB.
I run the game on my local machine via TGB, producing in this step automatically the dso's (wouldn't even know how to do this elsewise).

Afterwards I put the corresponding folders within the xcode project to the resources level of the project, compile at that stage the iTGB engine, the resources are linked then to the project at the respective building step.

So my point shortly is: Using TGB to produce the dso's and check the game at a early stage on local machine.
Then using xcode to compile the iTGB engine (including the resources this then results in the game).

Please let me know if I got anything wrong in this. If I can use also iTGB to testbuild my game locally and pruduce the dso's please let me know how to do that.

Thanks in advance
#3
05/23/2009 (2:01 pm)
There is a build option in the editor, and in iTGB 1.2 it got support to run in the simulator or launch Xcode with a prepared project for you :)
#4
05/23/2009 (3:21 pm)
Dirk

If you use the script optimization build of iTGB then a .dso created with TGB will not work on iPhone. Ronny's way is the safest for developing your project.
#5
05/24/2009 (5:50 am)
Thanks to you all for your replies and help,

I'm almost finished with my game development.
I was using the "ready to use, precompiled" Torque Game Builder that came with the iTGB download.
I used it for doing editor stuff to my game as well as creation of the dso's.
Then I copied the "Game", "Common" and "main" over to the iTGB xCode_iPhone project, let xCode compile the whole thing.

By this I was able running my game under TGB locally on the Mac, running in iPhone simulator using the iTGB project compilation way (setting Debug), and running on iPhone (1st gen) and iPodTouch devices (setting Debug in XCode).

Now I tried to do a release build and was confronted with roughly 5000 warnings (no errors).

I am wondering if I missed anything. Is my approach of using the precompiled TGB (which came with the iTGB download, why else would it be included?) and on the other hand the iTGB xCode_iPhone project the correct one.
I'm also confused about the Xcode project, what is it necessary for, do I have to buil the TGB component newly after download of iTGB (but why then is there a precompiled TGB included).

I thought I already were at a certain stage of my game development havin in focus the game itself too much maybe, now I hit against the wall with the beformentioned problems.

I think my question(s) are about the general workflow and for information about this I would be gladful.

Thanks,regards
#6
05/24/2009 (6:51 am)
Ignore warnings. It's very difficult to eliminate all warnings from c++ code on all platforms, the iphone 3.0 target also added a lot of new warnings that weren't there before due to the use of a new compiler version.
#7
05/24/2009 (8:13 am)
Thanks Bret,

but somehow it leaves a bad aftertaste to me, if I ran the app on my device using debug, afterwards doing the release/distribution build for pushing the thing to the appstore.

The problem here is the different settings for the preprocessor I assume.
This then leads me back to my question for the correct workflow I mentioned before. What is the best practice of doing things. Was the way I described above an acceptable one.
Is there some kind of general workflow, and what is the xCode project for (I tried to figure out, but wasn't able to build due to enormous amount of errors).

At the moment there are too many question marks and I'm not able to clarify them on my own using the documentation (If I'm wrong please correct me)
#8
05/24/2009 (8:29 am)
Just to add the preprocessor macros that were used in my xCode_iPhone project for the respective builds. Maybe someone could tell, what is the most appropriate here.


Debug : USE_COMPONENTS __IPHONE__ TORQUE_PLAYER TORQUE_DEBUG TORQUE_DISABLE_MEMORY_MANAGER PUAP_SCRIPT_CHANGE PUAP_OPTIMIZE

Release: USE_COMPONENTS PUAP_OPTIMIZE PUAP_SCRIPT_CHANGE __IPHONE__ TORQUE_PLAYER TORQUE_RELEASE TORQUE_DISABLE_MEMORY_MANAGER