game not workin if cs files deleted
by Mike Moore · in iTorque 2D · 07/31/2009 (5:51 pm) · 11 replies
Hi,
This is strange: once the game is compiled and ready to be sent to the iPod, the gamescripts folder still contains bot cs and dso scripts. If both classes kept game can be send to the itunes library and then to the ipod/iphone, but if cs files are deleted, the game cannot be sent to the library due to a error.
Which is the process to get rid of the cs files of the final release?
Thanks
Mike
This is strange: once the game is compiled and ready to be sent to the iPod, the gamescripts folder still contains bot cs and dso scripts. If both classes kept game can be send to the itunes library and then to the ipod/iphone, but if cs files are deleted, the game cannot be sent to the library due to a error.
Which is the process to get rid of the cs files of the final release?
Thanks
Mike
#2
08/02/2009 (12:51 pm)
yes, you can't delete or replace any files once it's compiled. if you want to delete .cs files. make a copy of your project, delete all the .cs and import the new copy into xCode resources instead of your original project. this should work.
#3
08/02/2009 (3:10 pm)
I would especially recommend such a step to get rid of the png in cases where you have pvrs
#5
08/03/2009 (12:17 pm)
if you really want to bring down the size of your app, you'd be better off focusing on compressing the graphics and audio, rather than the .cs files (which are merely puretext)
#6
08/03/2009 (7:58 pm)
When I show package contents of a release build of the .app, I see all of the .cs files. Am I missing something?
#7
08/03/2009 (9:23 pm)
Yes you never ran the application with TGBGame to generate any DSO at all I would guess
#8
08/03/2009 (9:46 pm)
Let me be a little more clear, I see the .cs files in addition to the .dso files. My understanding is, the .cs files shouldnt be there at all with a final release, correct?
#9
Also I think at least the main.cs must remain as cs file, its one of the few with this specific behavior and requirement.
08/03/2009 (10:45 pm)
If you didn't remove them manually before building the application they will be there.Also I think at least the main.cs must remain as cs file, its one of the few with this specific behavior and requirement.
#10
08/03/2009 (11:00 pm)
Ok, that makes more sense. If I remove them from the target, then they shouldnt be part of the final build .app I will try that. I am not too worried about it right now, I am just trying to get it to perform better than it is. Currently, its running like a dog with 3 broken legs and this is the demo that ships with iTGB I am talking about. I figured it would be much better than this, since it is only 2D. Something seems very, very wrong.
#11
The behaviorshooter components is just not optimized.
Its main job though is fullfilled: it shows you how components are used and what their purpose is
The most important thing you will require is pooling if you create and destroy objects on a regular base. No pooling = no game, as object creation and destruction is one of the by far slowest operations on the iphone as it is on most low end, in order CPU, devices
08/04/2009 (12:05 am)
No not really.The behaviorshooter components is just not optimized.
Its main job though is fullfilled: it shows you how components are used and what their purpose is
The most important thing you will require is pooling if you create and destroy objects on a regular base. No pooling = no game, as object creation and destruction is one of the by far slowest operations on the iphone as it is on most low end, in order CPU, devices
Associate Dave Calabrese
Cerulean Games