Code Signing
by Michael K. · in iTorque 2D · 12/17/2008 (3:14 pm) · 6 replies
Now that i have itorque, do i also have to buy a code-signing certificate from apple (99$) to run my game on my iphone? I'm just wondering, because i always get an error (... Code Signing Identity 'iPhone Developer' does not match any code-signing certificate in your keychain...) when trying to deploy to the iphone (for testing purposes).
Oh, and if the answer is "yes", then do i have to buy a new code-signing cerificate from apple everytime i create a new game + another "game license" from garagegames ?
Thanks for any answers.
... and i almost forgot: i'm stunned how easy it was to get my tgb game up and running in the iphone simulator! Nice work guys. If the performance issues get fixed anytime soon, then i think you have a winning product here.
- Michael
Oh, and if the answer is "yes", then do i have to buy a new code-signing cerificate from apple everytime i create a new game + another "game license" from garagegames ?
Thanks for any answers.
... and i almost forgot: i'm stunned how easy it was to get my tgb game up and running in the iphone simulator! Nice work guys. If the performance issues get fixed anytime soon, then i think you have a winning product here.
- Michael
#2
12/17/2008 (10:04 pm)
Actually, sound works fine on the simulator when running in 2.1 mode on my office mac. However, on my home mac it doesn't play sound. Both are iMacs. It's a puzzler.
#4
12/18/2008 (11:30 am)
The new version of the simulator(2.2 I think) now supports sound.
#6
12/19/2008 (6:53 am)
I'm still using 2.1 and my OpenAL audio works fine in the simulator (on one of my iMacs).
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
Within the iphone simulator you get neither accelerometer nor sound, so using it is no solution.
Also, there are only few performance issues. The sample project just is not optimized for iPhone which makes it look a bit bad (graphics are not power of 2, it spawns masses of polygons which kills the graphics chip )