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SinisterSoft, bali001, Apollo14
@John26 Your 64bit Gideros/Xcode source compiles fine and runs 100% on real iPhone 6+ without error.
I tried my unencrypted assets and lua source in your Xcode source next and although compiled OK, it crashed complaining about the 1st line of the first block of Lua source.
I then tried putting the plain unencrypted unexported Lua source (i.e. not exported from Gideros 2014.01) with no header info etc. and it works fine.
I then updated my own Xcode project with the same above and put back the latest 64bit libs that marcelojunior recently published as didn’t want gideros splash screen showing.
Everything now works in iOS 64bit in emulator and real iPhone 6+.
The code and assets however currently remain unencrypted of course.
Hope that helps.
I know nothing about encryption. What better for development?
@ar2rsawseen any solution to banner (Ads Interface). It supports the new admob sdk 7.0.0?
Message in log:
You are currently using version 6.12.2 of the SDK, which doesn't officially support iOS 8. Please consider updating your SDK to the most recent sdk version, 7.0.0, to get iOS 8 support, including a fix for smart banner rendering in landscape mode. The latest SDK can be downloaded from http://goo.gl/iGzfsP. A full list of release notes is available at https://developers.google.com/mobile-ads-sdk/docs/admob/ios/rel-notes.
According to my tests, freezes the game at some point by requiring advertising, with or without encryption.
- Sometimes in file AdsStateChangeListener.m:
[_hideHandler release]; EXC_BAD_ACCESS(code=EXC_I386_GPFLT)
- Sometimes in file main.m:
int retVal = UIApplicationMain(argc, argv, nil, @AppDelegate); EXC_BAD_ACCESS(code=EXC_I386_GPFLT)
Error in log:
Warning: Attempt to dismiss from view controller while a presentation or dismiss is in progress!
unexpected nil window in _UIApplicationHandleEventFromQueueEvent, _windowServerHitTestWindow: ; layer = >
- Sometimes only:
Likes: SinisterSoft, john26
Here is where you can download the Nebula Retro iOS project with 64 bit support mentioned above:
You can use this to prepare your own 64-bit compliant iOS app.
1) Unzip the file
2) Open in Xcode (I recommend Xcode 6.1 which is what I used)
3) Check the project can compile and run (simulator and real device)
4) remove all files from the assets folder and replace with your own game assets (including Lua files) as exported by Gideros. You should disable luac.exe by renaming it. You can still do encryption.
5) If that doesn't work (eg if exporting from Gideros 2014.01 or older) try just copying the raw unexported Lua files into the assets folder.
We will release a new version very shortly, this is just a temporary measure!
Likes: SinisterSoft, bali001, Apollo14
@ar2rsawseen, please, in the code or xcode, how changed sound channel?
if you are talking about ios, then it is already fixed in the code and will be fixed in next build, but for now, you need to replace
AVAudioSessionCategoryAmbientSolo to AVAudioSessionCategoryAmbient
https://github.com/gideros/gideros/blob/master/ui/Templates/Xcode4/iOS Template/iOS Template/AppDelegate.m#L40
it was fixing the issue from as far as I remember
Click in "Home" of simulator y nothing, still playing background music
What I suggested should have enabling you to listen to music while playing your Gideros game
Click in "Home" of simulator or device --> music background in mute o silence
And when you return to the game in un-mute.
At this time, with the current code, the music is still listening even though you left the game. And this change(AVAudioSessionCategoryAmbientSolo to AVAudioSessionCategoryAmbient) does not solve the problem
Actually I don't experience this. When I press home the music in my app gets quiter and mutes completely, and when I press home the music of the app gets back. And this is happening for me by default
Is that what you are trying to achieve, or I misinterpret something again?
I will ask a ipad-mini to a friend, will check whether the case in a real device
I do not know because Xcode simulator does not work.
(not the gideros 'simulator', the xcode one!)
I know this is a bit of an old thread, but I've just finished a soccer game (after 2.5yrs of dev! I have a day job and young family so this is very much part time...) and went to upload it tonight to the App Store but got the error about the need for 64 bit. I am using Gideros Studio 2004.01 on a MacBook Air.
I've found this thread, but not sure how it ended up, as there appear to be some more versions of Gideros on the download page under "All Github Gideros Releases" but they don't mention anything in the release notes about 64 bit support for iOS and I'm guessing they are the Kickstarter releases for Windows Desktop.
Did the 64 bit support ever get turned into an official Guiders release? If not, are the instructions and binaries above still valid?
Thanks for all your help!
You should try the lastest Gideros release:
Gideros already supports iOS 64 bits, I do not remember which version solved it.
Could you show us some screenshots of your soccer game?
Thanks @jdbc, I'll give that a go.
The game's called swiftsoccer and it'll be both iOS and Android (Google Play).
Here are some pics: