Final Stages Till Launch
by rennie moffat · in iTorque 2D · 09/22/2010 (1:43 pm) · 20 replies
Hi there,
I am at my final stages before launch. My app has been optimized, plays well and fully, each level, I am quite proud of it. I am now looking to launch it, however I am running into two issues.
1. my icon.png. I have followed and implemented the practices from the Universal App Thread
( http://www.torquepowered.com/community/forums/viewthread/117873 )
however, it crashes my app any time I adjust the value in XCode from iTorque2D_icon.png to Icon.png. I have other threads asking about this but no one has responded. Are there other documents on this?
2. I have also removed all dso's however in removing them I have lost my behaviors abilities to function on the device. Is simply removing all dso's from your project correct?
Please, if you can, let me know the answers to these.
Much Appreciated,
Rennie
I am at my final stages before launch. My app has been optimized, plays well and fully, each level, I am quite proud of it. I am now looking to launch it, however I am running into two issues.
1. my icon.png. I have followed and implemented the practices from the Universal App Thread
( http://www.torquepowered.com/community/forums/viewthread/117873 )
however, it crashes my app any time I adjust the value in XCode from iTorque2D_icon.png to Icon.png. I have other threads asking about this but no one has responded. Are there other documents on this?
2. I have also removed all dso's however in removing them I have lost my behaviors abilities to function on the device. Is simply removing all dso's from your project correct?
Please, if you can, let me know the answers to these.
Much Appreciated,
Rennie
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
09/22/2010 (2:29 pm)
1. Just rename your icon to iTorque2D_icon.png :)
#3
thanks will do.
Cheers!
Ps. just on an inquiring mind note... why would you delete all cs files? It seems that cs is more universal. I thought dso were Tribal scripts, something I would have thought was less easy for XCode and Objective C to digest. If you have a minute, please fill me in.
09/22/2010 (4:09 pm)
oops. right. thanks will do.
Cheers!
Ps. just on an inquiring mind note... why would you delete all cs files? It seems that cs is more universal. I thought dso were Tribal scripts, something I would have thought was less easy for XCode and Objective C to digest. If you have a minute, please fill me in.
#4
the icon remains the iTGB icon, even tho I removed it from the "build/XCode_ iPhone" folder and named mine iTorque2D_icon.png. If you have any idea, or trouble shooting suggestions, please pass them along.
Thank you.
09/22/2010 (5:23 pm)
@c4dgamesthe icon remains the iTGB icon, even tho I removed it from the "build/XCode_ iPhone" folder and named mine iTorque2D_icon.png. If you have any idea, or trouble shooting suggestions, please pass them along.
Thank you.
#5
Regarding DSOs: Just think of them as compiled versions of your CS files. They are essentially byte-code files that are interpreted during run-time by the C++ code of iT2D. Essentially, the textual script you write is converted and encrypted as binary, making your source files unreadable to the average user (i.e more secure than plain text files), and allowing them to run faster and more efficiently than if the text had to be parsed each run.
For your icon issue, just a couple suggestions:
1. Make sure you actually added the icon to XCode (I know that sounds weird but check it). You do so by right-clicking the Resources folder, and clicking Add -> Existing files...
2. Left click on the icon that is currently under the Resources folder. Is the image that showed up the one you expected? If not, right-click the file, and choose delete (don't worry about leaving the original source--just kill the reference). Then, follow step one.
3. If you have done the above and still do not get desirable results, right-click the icon file and select Compile. Then, click (in the main menu bar) Build -> Clean All Targets. Now Build and Run your code (everything will be recompiled).
I hope this helps.
09/22/2010 (6:47 pm)
Hi Rennie;Regarding DSOs: Just think of them as compiled versions of your CS files. They are essentially byte-code files that are interpreted during run-time by the C++ code of iT2D. Essentially, the textual script you write is converted and encrypted as binary, making your source files unreadable to the average user (i.e more secure than plain text files), and allowing them to run faster and more efficiently than if the text had to be parsed each run.
For your icon issue, just a couple suggestions:
1. Make sure you actually added the icon to XCode (I know that sounds weird but check it). You do so by right-clicking the Resources folder, and clicking Add -> Existing files...
2. Left click on the icon that is currently under the Resources folder. Is the image that showed up the one you expected? If not, right-click the file, and choose delete (don't worry about leaving the original source--just kill the reference). Then, follow step one.
3. If you have done the above and still do not get desirable results, right-click the icon file and select Compile. Then, click (in the main menu bar) Build -> Clean All Targets. Now Build and Run your code (everything will be recompiled).
I hope this helps.
#6
I will try that (re: icons).
Just one more question tho regarding cs, dso's. Why would you want a more secure file? (if I am reading that as one reason beyond speed).
Thanks!
09/22/2010 (6:53 pm)
Great thanks Brian. I will try that (re: icons).
Just one more question tho regarding cs, dso's. Why would you want a more secure file? (if I am reading that as one reason beyond speed).
Thanks!
#7
Otherwise anyone could easily read all of your files and copy your work. All someone needs to do is to copy the app file from their iTunes folder and unzip it and then they can easily read all of the source files. I've already done that for a few different games, you should try it. I didn't copy anything though, I just did it to see if I could, but it is very easy to do.
Micheal,
I think this is actually quite a serious issue that needs to be addressed. I've unpacked a few games that were created using iTorque and I was able to gain access to everything; all .cs files, all artwork (sprites and animated sprites), and all sound files. Don't you think the game engine should have something built in to prevent this, such as some kind of encryped packing and unpacking with a unique key, so that only the developer can gain access to the game resources?
ps. I've also unpacked games created with Unity, so this problem is not unique to iTorque.
09/23/2010 (2:02 am)
Rennie,Otherwise anyone could easily read all of your files and copy your work. All someone needs to do is to copy the app file from their iTunes folder and unzip it and then they can easily read all of the source files. I've already done that for a few different games, you should try it. I didn't copy anything though, I just did it to see if I could, but it is very easy to do.
Micheal,
I think this is actually quite a serious issue that needs to be addressed. I've unpacked a few games that were created using iTorque and I was able to gain access to everything; all .cs files, all artwork (sprites and animated sprites), and all sound files. Don't you think the game engine should have something built in to prevent this, such as some kind of encryped packing and unpacking with a unique key, so that only the developer can gain access to the game resources?
ps. I've also unpacked games created with Unity, so this problem is not unique to iTorque.
#9
09/23/2010 (8:46 am)
Yes, I agree. I'm amazed no-one else has ever mentioned this before. It seems like a very serious issue to me. I've unpacked some of the games created by the people who populate this forum, and I've been able to unzip everything. Even the original folder structure remains intact so it wouldn't be that hard to reverse engineer their games. Personally, I don't think this is right.
#10
09/23/2010 (9:27 am)
Mark, I think the issue is that Apple want to be able to unpack our games and check inside ;-) Hence no encryption of the package.
#11
encryption mentioning is required due to US export laws, the encryption resource for TGB for example would potentially have some heavy problems on the app store when you want to sell outside the usa but are US dev
09/23/2010 (10:37 am)
all apple wants is that the code is build with debugging symbols enables so they can snuff if for private api, the rest doesn't touch them.encryption mentioning is required due to US export laws, the encryption resource for TGB for example would potentially have some heavy problems on the app store when you want to sell outside the usa but are US dev
#12
I have a question. One of my levels, has no dso, it has not for a while. It plays, however, at some point drag occurs, more so than any other level.
1. is it possible the drag is because of no dso?
2. with out a level.dso am I simply raising the chance of someone having access to it's info?
3. Are there any other concerns if a level does not have a dso, but just a cs?
09/23/2010 (1:38 pm)
Interesting, I have a question. One of my levels, has no dso, it has not for a while. It plays, however, at some point drag occurs, more so than any other level.
1. is it possible the drag is because of no dso?
2. with out a level.dso am I simply raising the chance of someone having access to it's info?
3. Are there any other concerns if a level does not have a dso, but just a cs?
#13
It works! The icon is showing, thank you. I do have one question tho, is there any way for it to not have that "sheen"? you know the way that they have the upper have, brightened out like light was shining on it? I know it is pretty picky, just wondering... doesn't really matter, but I may have to touch up my icon. Right now, it looks too faded.
09/23/2010 (1:51 pm)
@Brian.It works! The icon is showing, thank you. I do have one question tho, is there any way for it to not have that "sheen"? you know the way that they have the upper have, brightened out like light was shining on it? I know it is pretty picky, just wondering... doesn't really matter, but I may have to touch up my icon. Right now, it looks too faded.
#14
To name my game, would I do this via the info_device.plist? If so what line? I have gone thru it, but only get a crash, no result or no name shown.
09/23/2010 (2:09 pm)
One more question, To name my game, would I do this via the info_device.plist? If so what line? I have gone thru it, but only get a crash, no result or no name shown.
#15
2. If you are referring to the name displayed under your icon on the device, that is in the info plist file as well. I am not at my computer so I cannot check which entry it is. Perhaps someone else can chime in here.
09/23/2010 (3:12 pm)
1. To remove the "sheen" from the icon, follow the instructions HERE.2. If you are referring to the name displayed under your icon on the device, that is in the info plist file as well. I am not at my computer so I cannot check which entry it is. Perhaps someone else can chime in here.
#16
hooray,
almost there.
:::)))((((
09/23/2010 (3:13 pm)
Hey no worries, if it is in there I imagine a simple trial and error will do, but I am at other stuff so if someone knows, dont feel bad about sharing... it's ok to do.hooray,
almost there.
:::)))((((
#18
Cheers
09/23/2010 (4:01 pm)
I have tried many different combination of the infopilist to get the name (info_device.plist) but can not get my name to show, only a crash and non name. If you can, please tell, when you can.Cheers
#19
You could try the one that, I believe is something like "BundleName". I believe that was the one that sets the text under the icon.
Make sure you leave the others in tact. That could be what is leading to your crashes (e.g. the bundle identifier not matching your executable, etc.)
09/23/2010 (5:36 pm)
Hi Rennie;You could try the one that, I believe is something like "BundleName". I believe that was the one that sets the text under the icon.
Make sure you leave the others in tact. That could be what is leading to your crashes (e.g. the bundle identifier not matching your executable, etc.)
#20
I guess it makes sense that Apple would want to be able to check for non standard APIs etc. But, it seems a bit rediculous that Apple have invested so much effort in security issues (provisioning, code signing etc..) to protect themselves from piracy, and yet they have not provided any support for securing the actual application. I think they missed a vital step in their toolchain. I don't see why they couldn't have added another layer of security where the app gets encryped by them before it is put onto the apps store, and have an encryption engine built into the device for runtime decryption of the app as it loads. I'm sure, with a bit of thought, this whole process could easily be made automatic.
09/23/2010 (9:31 pm)
Scott, Marc,I guess it makes sense that Apple would want to be able to check for non standard APIs etc. But, it seems a bit rediculous that Apple have invested so much effort in security issues (provisioning, code signing etc..) to protect themselves from piracy, and yet they have not provided any support for securing the actual application. I think they missed a vital step in their toolchain. I don't see why they couldn't have added another layer of security where the app gets encryped by them before it is put onto the apps store, and have an encryption engine built into the device for runtime decryption of the app as it loads. I'm sure, with a bit of thought, this whole process could easily be made automatic.
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