I have a question about the UWP export and the certificate created.
I'm trying to make a MSIX package out of an install EXE made with InstallForge and a Windows Desktop export from Gideros.
But I need a signed certificate for the MSIX Packaging Tool. I take it I cannot use the .pfx certificate file that was generated during UWP export?
I'm not too versed when it comes to the wonderful world of certificates, but I hope this is the last obstacle.
(The plan is to publish my app at Microsoft Store. I have abandoned the UWP export solution via Visual Studio because of tons of errors when previewing/packaging/running through Visual Studio. On the other hand, running the Desktop Export works like a charm, the workaround seems reasonable.)
I'd stick to UWP if I were you, because desktop exports have licensing issues (it is GPL basically, meaning that you must disclose your source code too, unless you buy a QT license).
- LINK1104 errors, like "cannot open file 'x64\Release\giderosgame.Windows.iobj' or
- ILC1104 errors - access to paths denied, to \giderosgame\giderosgame.Windows\x64\Release\ilc\intermediate (very common)
I've tried many things (for many many hours) to get around these (like running as admin, disabling virus protection, deleting everything and starting over, checking configurations and settings) and browsing for solutions, but on my developer level it seems impossible to get these errors sorted out. I get some of these errors even when I try to package Bird Animation, as a test.
Most of the times I cannot work out if the errors originates from my code, or the UWP export, Visual Studio itself or something else. EXCEPT for a few points in time where the microphone plugin seemed to have caused the error. (Plugins I'm using are JSON, LiquidFun, Microphone and Require - maybe Require is obsolete?)
It's only natural that I'm looking for alternative ways to get a package that is submittable to Microsoft Store. Like converting an error-free, fully functional desktop export into a MSIX file. Even the microphone feature works that way with no issues. BUT if the desktop version have a GPL license (basically) I cannot monetize from it like I do from my iOS and Android versions. So if I really want to get it out on Microsoft Store (there is a demand for it) I need to stick to UWP Visual Studio. Argh. What to do...
The errors you get with VS are very strange, as if something on your computer was interferring. I would have thought about the antivirus but you tried that already. Are you using the latest VS2022 ?
I guess those linker errors etc can be derived circuitously from the plugin not working with VS. Quite misleading error messages though... And since the microphone works well with Desktop export I was too far from suspecting the Microphone plugin.
I have absolutely no competence in modifying the plugin to work with UWP, so I guess I have to keep the mic feature disabled (not essential in my app). Or get it out on Amazon Appstore instead.
* It seems movieclips are played faster when run from an UWP export. They are out of sync with sound files in my app (I have a character who is animated with lipsync). In any other platform sound and movieclip seem to sync fine together.
Thanks for the report about MovieClip, I'll investigate that too. Do you use it with real times or with frame counts ?
Beware of spaces in gideros export path names when building projects in Visual Studio. (◔_◔)