uploading to xCode, first time
by rennie moffat · in iTorque 2D · 06/11/2010 (5:52 am) · 20 replies
Hi there, I am trying to install my game, for the first time ever to xCode. I am following the tutorial...
tdn.garagegames.com/wiki/ITGB/Tutorials/SimulatorTest2
I have 3 questions
1. I built my game in TGB and have just noticed something rather unfortunate. I built it with a camera size of w100, h75 (big trouble?!!!??) and with a design resolution of 640, 480. Is this already a lost cause? I have iTGB, do I need to build from scratch in there? Oh God, I was supposed to be finished today.
2. In the tutorial it says I can change the active SDK. In this tutorial it says I should select "iPhone OS 2.1", I do not have that option. In fact, I have no iPhone option. Is this because I built in TGB? If so, can I just transfer files to iTGB?
3. When I compile an run and get 1 error and I am unsure of how to check this.
tdn.garagegames.com/wiki/ITGB/Tutorials/SimulatorTest2
I have 3 questions
1. I built my game in TGB and have just noticed something rather unfortunate. I built it with a camera size of w100, h75 (big trouble?!!!??) and with a design resolution of 640, 480. Is this already a lost cause? I have iTGB, do I need to build from scratch in there? Oh God, I was supposed to be finished today.
2. In the tutorial it says I can change the active SDK. In this tutorial it says I should select "iPhone OS 2.1", I do not have that option. In fact, I have no iPhone option. Is this because I built in TGB? If so, can I just transfer files to iTGB?
3. When I compile an run and get 1 error and I am unsure of how to check this.
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
You can load your project into iT2D and then launch XCode. If you do not have an iPhone target, it sounds like you do not have the iPhone SDK installed.
06/11/2010 (6:52 am)
I believe that documentation is quite old (2008 by the date on the wiki). I would recommend going through the included docs and using them.You can load your project into iT2D and then launch XCode. If you do not have an iPhone target, it sounds like you do not have the iPhone SDK installed.
#3
I just updated to Snow leopard yesterday and downloaded xCode fresh. I did down load for iPhone. Also, I redownloaded iTGB however is the "iT2D_1_4_Beta" Folder is no iT2D Application icon.
I will be going through all of this. Thanks.
06/11/2010 (7:00 am)
hmmm. ok. so I am not mortally screwed due to screen size. Good. I just updated to Snow leopard yesterday and downloaded xCode fresh. I did down load for iPhone. Also, I redownloaded iTGB however is the "iT2D_1_4_Beta" Folder is no iT2D Application icon.
I will be going through all of this. Thanks.
#4
When I try to run the game it can not. I get the message ...
Scene Builder
Could not find player executable:
/Applications/TorqueGameBuilder/games/myGame/ITorque2dGame.app/Contents/MacOS/ITorque2dGame
Any insight would be great.
Thanks!
06/11/2010 (7:08 am)
I just opened the application "Applications/iT2D_1_4_Beta/tgb/Tourque Game Builder", it automatically opened my current project from "Application/TorqueGameBuilder/games/myGame".When I try to run the game it can not. I get the message ...
Scene Builder
Could not find player executable:
/Applications/TorqueGameBuilder/games/myGame/ITorque2dGame.app/Contents/MacOS/ITorque2dGame
Any insight would be great.
Thanks!
#5
06/11/2010 (7:27 am)
Open the XCode project and compile it. Then you will have the Game binary.
#7
I have opened my project up in the iTGB app and my sprites, relative to the camera size are tiny. Obviously I made a mistake in my original 100x75 settings. But my question is, I made my sprites in Illustrator with a 48x320 pixel frame as my main gauge in how to size things. So if originally sized correctly ( I would think ), how come they are so small now?
06/11/2010 (7:43 am)
Of note, I have opened my project up in the iTGB app and my sprites, relative to the camera size are tiny. Obviously I made a mistake in my original 100x75 settings. But my question is, I made my sprites in Illustrator with a 48x320 pixel frame as my main gauge in how to size things. So if originally sized correctly ( I would think ), how come they are so small now?
#8
" error: There is no SDK with the name or path '/Developer/SDKs/MacOSX10.4u.sdk' "
my SDKs are MacOSX10.5 & MacOSX10.6.
also I did download and install "xcode_3.2.2_and_iphone_sdk_3.2_final.dmg" however I am concerned since there is no iPhone selection in the Active SDK.
:::?
06/11/2010 (8:10 am)
also I am getting the error in xCode. " error: There is no SDK with the name or path '/Developer/SDKs/MacOSX10.4u.sdk' "
my SDKs are MacOSX10.5 & MacOSX10.6.
also I did download and install "xcode_3.2.2_and_iphone_sdk_3.2_final.dmg" however I am concerned since there is no iPhone selection in the Active SDK.
:::?
#9
examples:
1. TextEntry.xib "file does not exist at path"
2. iPhoneCmdLine.txt " No such file or directory.
If things like this exist, how can I get rid of them? I have done nothing to mess with the settings or anything, just plugged and played so to speak.
06/11/2010 (8:34 am)
I have opened the XCode and base iPhone TGB project, and added my project into the resource files. I am now able to use the iPhone SDKs in XCode. So I ran my project and received a dozen errors. None have anything to do with something I recognize. All are things beyond my current understanding.examples:
1. TextEntry.xib "file does not exist at path"
2. iPhoneCmdLine.txt " No such file or directory.
If things like this exist, how can I get rid of them? I have done nothing to mess with the settings or anything, just plugged and played so to speak.
#10
06/11/2010 (9:20 am)
@rennie - Have you read the PDF docs end to end?
#11
06/11/2010 (9:39 am)
I have been scanning through but will continue to read over and thoroughly. All my answers my be answered there I presume?
#12
06/11/2010 (9:46 am)
@rennie - A large portion of them. Especially the process of deployment which is where you are having problems.
#13
sorry for all the questions and blog like entry. Just a little nervous as this is my first. will work through.
thanks.
06/11/2010 (9:46 am)
ok thank you. sorry for all the questions and blog like entry. Just a little nervous as this is my first. will work through.
thanks.
#14
here a bunch of questions I have from the docs.
They might be useful if you are revising and or if they don't seem stupid, please answer them if you have a minute.
Cheers.
Best Practices Questions
LINKED vs Cells
all of my imageMaps are either FULL or CELLS. I have never heard of LINKED. I am good right?
TORQUE_ALLOW_JOURNALING, TORQUE_SHIPPING and THUMB MODE
I could not find these in iTGB. I think to use these may be beneficial.
GCC compiler
Where would I find this?
PVR Compression
I understand iDevices use this, but I would think, I should be able to choose which images I want compressed and which I do not. If I felt I wanted to use this, is there free software somewhere? a quick search yielded nothing.
User Guide Questions
When I went to compile my Game folder I got 6 errors, all of which were not related to any of my scripts. So I am not sure what to do.
example:
Command /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp failed with exit code 1
:?? I don't get it. Does this have to do with my (at the time) lack of certificate?
-Upon Compiling I am to " Copying resources into the application bundle"? So if this is true, just copy compiled files, which I had earlier imported into the Products folder?
06/11/2010 (3:19 pm)
@Michael, here a bunch of questions I have from the docs.
They might be useful if you are revising and or if they don't seem stupid, please answer them if you have a minute.
Cheers.
Quote:I do not understand this. It (guide) says I all images should use POT in formatting, however it goes onto mention textures. Am I to believe if I have a sprite that I want to be 20x20 pixels on the iDevice that I should first import it in iTGB at 200x2000?! Please explain if you can.
All images for a game should be a power of two in size.
Best Practices Questions
LINKED vs Cells
all of my imageMaps are either FULL or CELLS. I have never heard of LINKED. I am good right?
TORQUE_ALLOW_JOURNALING, TORQUE_SHIPPING and THUMB MODE
I could not find these in iTGB. I think to use these may be beneficial.
GCC compiler
Where would I find this?
PVR Compression
I understand iDevices use this, but I would think, I should be able to choose which images I want compressed and which I do not. If I felt I wanted to use this, is there free software somewhere? a quick search yielded nothing.
User Guide Questions
When I went to compile my Game folder I got 6 errors, all of which were not related to any of my scripts. So I am not sure what to do.
example:
Command /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp failed with exit code 1
:?? I don't get it. Does this have to do with my (at the time) lack of certificate?
-Upon Compiling I am to " Copying resources into the application bundle"? So if this is true, just copy compiled files, which I had earlier imported into the Products folder?
#15
Your image, which is the original PNG or JPG file, will load faster and take up less memory if it is a power of 2:
2, 4, 6, 8, 16, 32, 64, 128, 256, 512, and 1024.
Going one step further, if your image is square it will gain additional optimizations:
32x32, 64x64, 128x128, etc.
This is not a requirement, but a best practice to follow. If your sprite is exactly 20x20, then that will work. If you want it to be optimized, increase the source texture to 16x16 or 32x32.
06/11/2010 (3:27 pm)
Quote:I do not understand this. It (guide) says I all images should use POT in formatting, however it goes onto mention textures. Am I to believe if I have a sprite that I want to be 20x20 pixels on the iDevice that I should first import it in iTGB at 200x2000?! Please explain if you can.
Your image, which is the original PNG or JPG file, will load faster and take up less memory if it is a power of 2:
2, 4, 6, 8, 16, 32, 64, 128, 256, 512, and 1024.
Going one step further, if your image is square it will gain additional optimizations:
32x32, 64x64, 128x128, etc.
This is not a requirement, but a best practice to follow. If your sprite is exactly 20x20, then that will work. If you want it to be optimized, increase the source texture to 16x16 or 32x32.
#16
and do those numbers specifically make that much a difference? If my sprite is in between one of those would it be ideal to size it to one of those, then shrink or grow it manually by hand in the editor?
06/11/2010 (3:28 pm)
Oh I see, sorry so no odd numbers I was thinking a 2x2 should be 4x4. it made no sense. and do those numbers specifically make that much a difference? If my sprite is in between one of those would it be ideal to size it to one of those, then shrink or grow it manually by hand in the editor?
#17
Yes. Do not use LINKED, do not research it, forget you ever heard of it.
These are pre-processor macros and compiler settings. Until you get past the basics, I would not suggest you go digging around in this area. They will be covered in the new docs, but I would avoid the very idea of them for now.
It is a section/tab of the Xcode settings. You can Google Xcode + GCC for more information.
06/11/2010 (3:30 pm)
Quote:LINKED vs Cells
all of my imageMaps are either FULL or CELLS. I have never heard of LINKED. I am good right?
Yes. Do not use LINKED, do not research it, forget you ever heard of it.
Quote:TORQUE_ALLOW_JOURNALING, TORQUE_SHIPPING and THUMB MODE
I could not find these in iTGB. I think to use these may be beneficial.
These are pre-processor macros and compiler settings. Until you get past the basics, I would not suggest you go digging around in this area. They will be covered in the new docs, but I would avoid the very idea of them for now.
Quote:GCC compiler
Where would I find this?
It is a section/tab of the Xcode settings. You can Google Xcode + GCC for more information.
#19
This is covered in the existing iTorque 2D documentation. Have another read through, as it covers using and creating PVR textures.
My guess is you have not correctly gone through the provisioning process set up by Apple. I have no clue what steps you have gone through already. Even with a strong understanding of it, I still make mistakes occasionally. Go through the entire process again, reading the docs on it every step of the way.
06/11/2010 (3:33 pm)
Quote:PVR Compression
I understand iDevices use this, but I would think, I should be able to choose which images I want compressed and which I do not. If I felt I wanted to use this, is there free software somewhere? a quick search yielded nothing.
This is covered in the existing iTorque 2D documentation. Have another read through, as it covers using and creating PVR textures.
Quote:User Guide Questions
When I went to compile my Game folder I got 6 errors, all of which were not related to any of my scripts. So I am not sure what to do.
example:
Command /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp failed with exit code 1
:?? I don't get it. Does this have to do with my (at the time) lack of certificate?
My guess is you have not correctly gone through the provisioning process set up by Apple. I have no clue what steps you have gone through already. Even with a strong understanding of it, I still make mistakes occasionally. Go through the entire process again, reading the docs on it every step of the way.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft