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AppGameKit Classic Chat / Can we build the IOS player ourself?

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MikeHart
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Posted: 23rd Aug 2011 16:36
Hi,

I studied the section on how to publish a Tier1 game on OSX/IOS.

At one time it states that if you compile the project, you will see the interpreter running in standby. Is that what is needed to create a player for IOS, besides using my own certificate for it?

If yes, then it would be a nice workaround for us people who wait for the IOS player.

Cheers
Michael
MikeHart
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Posted: 23rd Aug 2011 16:57
It seems that it is possible. Someone stated that in another topic.
Mike Johnson
TGC Developer
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Posted: 23rd Aug 2011 17:19
Yes you can build the player on your own as long as you have Xcode and Mac OS X. You can find projects for the player apps within App Game Kit/IDE/apps.
MikeHart
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Posted: 23rd Aug 2011 21:03
Damn, I can build it. But signing is the hard part. Any hints?

I changed the settings to use my dev provision profile (which is not named agkinterpreter). I changed the bundle identifier to mach my dev provision profile. But I still get the error "Code signing is required...".
Mike Johnson
TGC Developer
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Posted: 23rd Aug 2011 21:14
Some things to check:

Have you created an ad hoc or development certificate and is this tied into your bundle identifier?

If you have created a certificate have you installed it to Xcode by dragging it onto the Xcode icon or importing it through the Organiser?

Your Build Settings has a section for Code Signing. Within here have you selected a certificate for the signing process?
MikeHart
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Posted: 23rd Aug 2011 22:33
1) Developm. cert. tied to my bundle identifier, it works with other projects
2) I have imported it via the Organizer
3) Yes, I did.

The difference is that I didn't create a profile specific for the player. So it is named differently.

I just created a new XCode project and there the profile works. It also has a different name.
Mike Johnson
TGC Developer
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Posted: 23rd Aug 2011 22:39
Are you using Xcode 3 or 4?

What is the exact error message shown when you attempt to compile for the device?
MikeHart
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Posted: 23rd Aug 2011 22:44
XCode 3.2.5 with IOS 4.2

CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 4.2'
Mike Johnson
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Posted: 23rd Aug 2011 23:00
Please can you send me a screen shot of your Build Settings, ideally looking at the Code Signing section and email it to me: mike@thegamecreators.com and I will check it out.
Trisect Development
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Posted: 23rd Aug 2011 23:55
I having the same problem.
I'm running Xcode 4.1 and this is my error:

Check dependencies

[BEROR]CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 4.3'

I tried to make a developer and a distribution profile but without any luck.

I called my profile dk.trisect.AGKTestApp and I changed the .plist file to match that.

I have BaseSDK as Latest IOS (4.3) and iOS deployment target 4.3

Your favorite links anywhere right hereThe Webber Index

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Trisect Development
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Posted: 24th Aug 2011 00:34
I got it to work!

I needed to put in profile under Targets and that was it.

I do get 9 warnings when compiling but the App runs and work on both my iPhone and my iPad.

Your favorite links anywhere right hereThe Webber Index
Neuro
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Posted: 24th Aug 2011 08:21
I kept on getting a "object file format invalid or unsuitable" error for no apparent reason. Then i tried to rebuild it one last time and it suddenly loaded up my keychain access prompt. Entered in the password and now it works for me... Strange.. I never quite understood this whole keychain code signing thing that apple has.
MikeHart
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Posted: 24th Aug 2011 10:37
@Trisect Development

Thanks for the hint. I will look into this tonight when I am back from work.
Trisect Development
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Posted: 24th Aug 2011 13:31
On the image I attached to my first post you can se the Targets i mentioned.
Its in the middle. Just click an set your profile on the right.

Your favorite links anywhere right hereThe Webber Index
MikeHart
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Posted: 24th Aug 2011 15:34
Thanks again, didn't saw that.

I have to get used to the forum and its way of attaching downloads and images.
MikeHart
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Posted: 25th Aug 2011 00:00
Ok, putting my profile into all targets let me build the debug version. But the release version still threw erros. Other once now. What did it for me was that I did a BUILD/CLEAN ALL TARGETS in XCODE. Then for some mystic reason, I could buidl everything.
chunks chunks
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Posted: 25th Aug 2011 00:51 Edited at: 25th Aug 2011 05:14
looking forward to see player

nvidia geforce 9500gt + amd athlon 64
windows vista ultimate.
MikeHart
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Posted: 25th Aug 2011 09:25
Same here. It runs but just one time it was receiving a project. The rest of time it will just spin in standby. I guess it is a network problem. That is why i love Osx. Things just work. In windows to many settings / drivers have to be set. And if you flush your toilet the wrong way, then still no go.

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