build process more cumbersome under 1.2, build for Mac broken
by Warthog · in iTorque 2D · 06/24/2009 (1:23 pm) · 9 replies
Okay, I've given this every chance, and to be honest I love what has been attempted with 1.2 in terms of making it easier to get started building in Xcode.
But here's my problem, once the project has been built the first time in Xcode, do I really have to go through that again each time? Maybe we are unique, but we are working on three games right now, and every time I switch between them, I have to re-setup the bundle identifier, the version number, the icon file. In addition, each time I build from iTGB not only do I have to keep reselecting 2.2.1, "release", "device", and my choice of optimizations. Then in Xcode I also need to set my codesign profile. This may not sound like much but we do a huge number of builds as our game is accelerometer controlled and only runs on the device.
Here is what my workflow used to consist of: I would build for Mac to separate folder. After setting up the Xcode project the first time, I would only have hit build for Mac and let it overwrite the pervious version. Then I would delete the previous projectbuild.app file, then click build and go. Super fast and there were never any .cs files since it was built to a separate folder. And deleting the .app file assured it always copied in the latest .dso files. To solve my problem of switching between working on different games I just created a different Xcode Project for each. Simple.
So I love that you have automated the Xcode project setup, but I only want to have to set that up once, not every time I build.
Right now, build for Mac is broken, so I can't use my old workflow. Will build for Mac be fixed soon?
Lastly, I have to ask what happened to the new policy of more and faster releases of bug fixes?
Thanks! Love iTGB, just need a few small things.
But here's my problem, once the project has been built the first time in Xcode, do I really have to go through that again each time? Maybe we are unique, but we are working on three games right now, and every time I switch between them, I have to re-setup the bundle identifier, the version number, the icon file. In addition, each time I build from iTGB not only do I have to keep reselecting 2.2.1, "release", "device", and my choice of optimizations. Then in Xcode I also need to set my codesign profile. This may not sound like much but we do a huge number of builds as our game is accelerometer controlled and only runs on the device.
Here is what my workflow used to consist of: I would build for Mac to separate folder. After setting up the Xcode project the first time, I would only have hit build for Mac and let it overwrite the pervious version. Then I would delete the previous projectbuild.app file, then click build and go. Super fast and there were never any .cs files since it was built to a separate folder. And deleting the .app file assured it always copied in the latest .dso files. To solve my problem of switching between working on different games I just created a different Xcode Project for each. Simple.
So I love that you have automated the Xcode project setup, but I only want to have to set that up once, not every time I build.
Right now, build for Mac is broken, so I can't use my old workflow. Will build for Mac be fixed soon?
Lastly, I have to ask what happened to the new policy of more and faster releases of bug fixes?
Thanks! Love iTGB, just need a few small things.
#2
06/24/2009 (1:57 pm)
Doesn't work anymore because build for Mac is broken. Instead of building the Mac project, it opens the Simulator and creates an Xcode project. How are you getting it to work?
#4
It's just broken.
06/24/2009 (4:40 pm)
Hi Michael, I'm not actually talking about the Xcode project, iTGB won't build Mac standalone versions anymore. If I select "Mac" instead of "iPhone" in iTGB's build dialog box I used to get a nice fresh folder with my game in it, .dso's compiled, not a .cs in sight. Now instead of making the standalone Mac version that I would link into my Xcode project, it creates an Xcode project for going to the simulator. It's just broken.
#5
1 Xcode project per game or 1 universal Xcode project that hooks into the editor. I went with the more popular and cleaner approach, which was option 2. I'm modifying the Project Builder again to remove a bug and work with the new Xcode project changes I've made. This will make it easier to accomplish what you want, but we will not be able to support multiple Xcode projects for the Project Builder. The end goal is to allow multiple projects to loaded, edit, and deploy to simulator from TGB itself.
I'm still pondering how to get the code signing and install to device parts to work from the TGB editor, but that is a dead last priority right now. It would be safe to assume you will always have to open Xcode and manually do this unless some brilliant resource is discovered for an automated process (via shellscript).
06/24/2009 (4:56 pm)
Ah, I see. Well, prior to iTGB 1.2 I asked in IRC and these threads about what users would rather have:1 Xcode project per game or 1 universal Xcode project that hooks into the editor. I went with the more popular and cleaner approach, which was option 2. I'm modifying the Project Builder again to remove a bug and work with the new Xcode project changes I've made. This will make it easier to accomplish what you want, but we will not be able to support multiple Xcode projects for the Project Builder. The end goal is to allow multiple projects to loaded, edit, and deploy to simulator from TGB itself.
I'm still pondering how to get the code signing and install to device parts to work from the TGB editor, but that is a dead last priority right now. It would be safe to assume you will always have to open Xcode and manually do this unless some brilliant resource is discovered for an automated process (via shellscript).
#6
I'll never be-able to use the built in launcher until they support me adding, into the project it create,s my own c++ files etc.
I kinda like the work flow right now that I have. Guess I'm just used to it, but I definitely see why launching from iTGB is attractive to new users.
06/24/2009 (6:41 pm)
I just opened the two .xcode projects that came with the iTGB 1.2 and then added my resources per the usual work flow. I then build them seperately in xcode and voila everything is like before. I'll never be-able to use the built in launcher until they support me adding, into the project it create,s my own c++ files etc.
I kinda like the work flow right now that I have. Guess I'm just used to it, but I definitely see why launching from iTGB is attractive to new users.
#7
06/24/2009 (6:55 pm)
Michael, I would be happy just to see the Build for Mac option fixed. The rest is correctly, as you have said, a dead last priority! I have a few ideas how it could be done fairly easily but I won't even bring them up, because you and the GG team have real problems to work on. Bug fixes and integrating the multiTouch fix are much more important. Getting 1.2.1 stable and out is number 1 for sure. Although I REALLY could use gesture recognition within the next month or so! ;-)
#8
Interesting, if you choose iphone, release, device AND package, this is actualy what you get on Mac given you built the TGBGame (the mac version does not have it built by default from what I've seen so far)
06/24/2009 (11:02 pm)
Quote:Hi Michael, I'm not actually talking about the Xcode project, iTGB won't build Mac standalone versions anymore. If I select "Mac" instead of "iPhone" in iTGB's build dialog box I used to get a nice fresh folder with my game in it, .dso's compiled, not a .cs in sight. Now instead of making the standalone Mac version that I would link into my Xcode project, it creates an Xcode project for going to the simulator.
Interesting, if you choose iphone, release, device AND package, this is actualy what you get on Mac given you built the TGBGame (the mac version does not have it built by default from what I've seen so far)
#9
Michael, sorry to have taken up your time with that!
HOWEVER! When I build for Mac and choose "Package" it still opens Xcode, creates a "debug" "simulator" project and opens Simulator. SO my bug fix request is just to NOT do that when someone selects build for Mac. That should be easy right?
Thanks for your help!
06/25/2009 (8:49 am)
Marc! Thank you. Damn am I stupid. I didn't even see the "Package" option. That is new. In 1.1 it always "Packaged" my game. (although copying my files to a separate folder I would have called "Gather" rather than "Package" since a package is a specific term on the Mac and it is not creating a package, although I really wish it did!)Michael, sorry to have taken up your time with that!
HOWEVER! When I build for Mac and choose "Package" it still opens Xcode, creates a "debug" "simulator" project and opens Simulator. SO my bug fix request is just to NOT do that when someone selects build for Mac. That should be easy right?
Thanks for your help!
Torque Owner Bret Patterson