Game Development Community

TGB --> iTGB --> iPhone?

by Johnny Sprada · in iTorque 2D · 05/09/2009 (1:09 pm) · 15 replies

I'm totally missing something.

Are there any instructions on how to get my game from TGB to the iPhone? I found the walk through to get it on the simulator, but not the iPhone.

Any advice would be much appreciated.

Thank you,
Johnny

#1
05/09/2009 (1:17 pm)
to the iphone is the same as to the simulator, just that you must select a valid provision (the one you downloaded from the apple dev portal) and a correct identifier in the plist

the exact steps are explained in the apple documentations
#2
05/09/2009 (5:46 pm)
Hi Marc, thank you for the info!
#3
05/09/2009 (7:27 pm)
If you have not done it before, I recommend using the Wizard apple provides now. It appears to be more user friendly, but I'm used to the multi-step process so that's what I used.

Once you get a few working provisions and device deployments under your belt, it gets easier.
#4
05/09/2009 (10:30 pm)
Hi Michael,

Thank you for the advice. I just ordered my Apple dev license, and iTGB a little early so I can try to anticipate the efforts required to get my game running on the iPhone. I'm picking up a Mac next week to complete the job. In the mean time, I've learned that I should make as many efforts possible to optimize my game. So I've been thinking of ways to cut down on the number of objects, and better ways to handle things. I'll keep you guys posted.

Thanks for all yourt efforts, I really appreciate you guys supplying the tools for me to build my own game on. I'm stoked to get it out there!

Johnny

#5
05/29/2009 (4:20 pm)
Hello,
Sorry if this is a stupid question, but it’s late, I’ve been up 40 hours straight, been banging my head against a brick wall and I’m almost ready to see just how aerodynamic my iMAC is because I’m going to throw the bloody thing out the window soon.
The problem:
I’ve just got my Apple license after a long wait and I’m trying to get it to build to the real hardware (I can get it to work on the simulator (buggy, but it works)) but every time I try to build to the real hardware I get a weird error message. The current error message is
“Could not inspect the application package”
I’m assuming I’ve got all the certificates / key chains set up correctly as the first error message I had was about not having a matching provisional ID on the target device, but I could be wrong (it’s late, I’m getting really grumpy and I’m just eager to see my game on the real hardware). It builds ok (212 warnings, but no errors). To top it off, I’m also new to the MAC (I’m a Windows boy at heart), so everything seems a bit strange to me on the MAC at the moment until I get use to the new OS and when you have half a dozen windows open trying to read through all the different docs and click on various things it very easy to make a mistake and not realize till much later.
Can any one point me in the right direction please (an idiots guide to building to real hardware from iTGB V1.2 or another forum post) before I finally lose it and do something I’m later going to regret =)

Thanks,
Mike.
#6
05/29/2009 (4:34 pm)
Is that the exact error message you got?

"Could not inspect the application package"

Double check for any error codes or see if that is letter by letter what the message said. Btw, staying up for 40 straight hours will result in worse code and problems.

If you grab some sleep, you will wake up refreshed and probably solve any errors you have within the first hour. Speaking from extensive experience.
#7
05/30/2009 (3:35 am)
Hi Mike,
Thanks a lot for the quick response (much appreciated). After going back to a previous backup, I got it to send to the iPod, I’m not sure what I did but I guess I must have had it pointing somewhere it shouldn’t of?
The semi-good news is that I’m getting the same results from the simulator as I do from the real hardware (my game is still buggy (works ok in iTGB), but it’s quicker to test via the simulator then the real hardware).
Can I ask one other quick question?
I know that iTGB will cut sprite sheets up into individual tiles (which is why we can’t use PVRs for animations), so does this mean that I still have to make each tile on the sheet a power of 2 for the iPhone, so that when they are all cut up into individual sprites, they are all square and to the power of 2?
Thanks again Mike for your help, I’m off back to bed now to sleep the rest of today away =)

Thanks,
Mike
#8
05/30/2009 (6:32 am)
No you don't need power of 2 sprite cells for your sprite sheets, just make your sprite sheet a power of 2 so that once iTGB finally supports pvr for sprite sheets you can easily start using it.

From what I've found if something is buggy in simulator/device but not the mac then that's usually because you didn't call setUsesPhysics on the things that acting buggy.
#9
07/13/2009 (9:49 am)
I received the same error. Though this is with iTGE. I have no build errors but lots and lots of warnings.

"Could not inspect the application package"

The Organizers console says the following

Mon Jul 13 17:48:23 unknown mobile_installation_proxy[403] <Error>: stage_package: Could not peruse package at /var/tmp/install_staging.6YxvTU/TGE.app

Mon Jul 13 17:48:23 unknown mobile_installation_proxy[403] <Error>: MobileInstallationInstall: Could not stage the package

Mon Jul 13 17:48:23 unknown mobile_installation_proxy[403] <Error>: handle_install: Installation failed

Mon Jul 13 17:49:24 unknown com.apple.debugserver-27[405] <Warning>: debugserver-27 for armv6 Copyright (c) 2007-2008 Apple, Inc.  All Rights Reserved.

Mon Jul 13 17:49:24 unknown com.apple.debugserver-27[405] <Warning>: Connecting to com.apple.debugserver service...

Mon Jul 13 17:49:26 unknown afcd[407] <Error>: user mobile has uid 501

Mon Jul 13 17:49:26 unknown afcd[407] <Error>: mode is 0x41e8
Mon Jul 13 17:49:27 unknown mobile_installation_proxy[409] <Error>: peruse_package: Could not find bundle in /var/tmp/install_staging.fWhii0

Mon Jul 13 17:49:27 unknown mobile_installation_proxy[409] <Error>: stage_package: Could not peruse package at /var/tmp/install_staging.fWhii0/TGE.app

Mon Jul 13 17:49:27 unknown mobile_installation_proxy[409] <Error>: MobileInstallationInstall: Could not stage the package

Mon Jul 13 17:49:27 unknown mobile_installation_proxy[409] <Error>: handle_install: Installation failed
#10
07/13/2009 (10:50 am)
this is totally unrelated

You should search the apple private dev boards on this error(s)
#11
07/13/2009 (10:55 am)
@Marc - It was the same error that Mike had - it might not be related to iTGE/iTGB but still related to deployment on the iPhone/Touch.
#12
07/13/2009 (11:17 am)
Thought I'd jump in here. I have a very basic test game setup and I was able to get it to run on the iPhone but it's extremely slow. I do get over 5000 warnings when building in XCode.

Are all these warnings normal or is there something else going on like you mention Matt?

How many warnings are typical in a good build?

I appreciate the help.

Edit: Here's a screen shot of the warnings I get.
http://www.ttcinnovations.com/downloads/iTGBWarnings.jpg
#13
07/13/2009 (11:26 am)
Hi Matt,
I did post the fix for this in another forum post (well it fixed it for me).
I had to remove iTGB completely, not just the main iTGB folder; there's also another folder that's used that's not in the APPs folder (and for the life of me, I can't find the folder now to tell you where to look) and then reinstall it again.
This cleared up the problem for me. I still have no idea why I had the problem, but this did cure it for me at least. I know it wasn't anything to do with any settings in Xcode or the certificates as I used the same settings and certificates in Unity and everything worked fine. It was something in that folder causing all the problems, but a quick wipe and reinstall solved it.
Hope that helps you.

Cheers,
Mike.
#14
07/13/2009 (1:02 pm)
@Mike

I got it working though not 100% sure the reason. I was using the Release config and when I used Debug - it seemed to work. Distribution also does not work.

Again, this is all iTGE so ignore this if you aren't using it.
#15
07/14/2009 (1:04 pm)
@Matt
Cool, at least it's up and running for you.
Had a bit of a problem myself getting the Distribution part to work. This sorted it out for me after a bit of playing around (http://forums.macrumors.com/showthread.php?t=738492).
I've now got the problem of the game crashing after about 20-30 mins due to memory leaks, which I've been told is due to the fact that I'm using all scripting and I need to write as much of the scripts in C, which is beyond me to be honest, so I'm saving the state of the game after every level and hoping that Apple won't reject the game because of this =/

Cheers,
Mike.