From the Devs: New and Improved GameSalad iPhone Publishing
superNES
Member Posts: 166
We're proud to introduce a new iPhone publishing system with GameSalad 0.6.1. The big difference is that you no longer need to worry about code signing, modifying plists, or even opening xCode. Our engineers have been hard at work on what is now without a doubt, the easiest way to create iPhone apps.
With the update, you'll notice a much more streamlined interface for setting up your app, only 3 fields are required! There's also advanced options that allow you to toggle effects such as the iPhone shine overlay on your icon. Also, everything happens in the tool. No need to go to the Project Management site to download your app, it now does it for you in the same session. Also, apps are no longer distributed as xCode projects, rather we bypassed that step altogether and let you download your app directly as a .app file, signed and ready to go on your device or to the App Store.
You will still need to setup your certificates and provisioning files just like before, however that's a one time event. Except for when you are preparing your app for distribution on the App Store, everything can be done from the streamlined interface.
We've updated our iPhone publishing page to reflect these changes. If there's any information that isn't working, or is confusing, please post it here.
http://gamesalad.com/wiki/developing_for_iphone
We thank you all very much for your continued support and we hope you like the new additions in 0.6.1. Happy gaming!
With the update, you'll notice a much more streamlined interface for setting up your app, only 3 fields are required! There's also advanced options that allow you to toggle effects such as the iPhone shine overlay on your icon. Also, everything happens in the tool. No need to go to the Project Management site to download your app, it now does it for you in the same session. Also, apps are no longer distributed as xCode projects, rather we bypassed that step altogether and let you download your app directly as a .app file, signed and ready to go on your device or to the App Store.
You will still need to setup your certificates and provisioning files just like before, however that's a one time event. Except for when you are preparing your app for distribution on the App Store, everything can be done from the streamlined interface.
We've updated our iPhone publishing page to reflect these changes. If there's any information that isn't working, or is confusing, please post it here.
http://gamesalad.com/wiki/developing_for_iphone
We thank you all very much for your continued support and we hope you like the new additions in 0.6.1. Happy gaming!
Comments
I see a lot of folks releasing games at the latest SDK. This is not good as most customers don't have the latest.
I'm currently releasing all games at 3.0. Without some control over this - I'm going to need the xcode project.
I agree with what you said about supporting the widest audience. However, there could be a time where GS decides to move forward before I'm ready. The decision to move to and support an OS level needs to remain my decision.
In the old XCode project publishing system, the GameSalad engine binary was already compiled with the 3.0 SDK as a static library. So, there really isn't any compatibility difference between the new .app publishing and the older XCode project method. The only essential difference are that its easier to do now because it has fewer steps!
Also, you can't currently install a game in the iphone simulator, but the iPhone simulator is a poor testbed for games anyway since its performance characteristics are very different from an actual iPhone or iPod touch.
GameSalad does not yet support integration with 3rd party scoring services like OpenFeint, ScoreLoop, Agon, etc... However, your interest in them is noted and as always, suggestions are welcome!
PLEASE GET THIS FIXED!
I would say most devices have been upgraded to 3.0 or higher so I'm not going to worry about it.
I would rather get an answer to why my app locks up after 20 sec.
iPhone OS v2.0 0.19%
iPhone OS v2.0.1 0.00%
iPhone OS v2.0.2 0.00%
iPhone OS v2.1 1.32%
iPhone OS v2.1.1 0.56%
iPhone OS v2.2 5.27%
iPhone OS v2.2.1 12.05%
iPhone OS v3.0 18.27%
iPhone OS v3.0.1 9.04%
iPhone OS v3.1 6.59%
iPhone OS v3.1.1 2.07%
iPhone OS v3.1.2 44.63%
From this it looks like roughly 20% of iPhone OS users are using something older than 3.0. I think this is because Apple charges iPod Touch users for the upgrade, and also because people who have jailbroken devices don't want to mess up their jailbreak with an upgrade. So support for earlier versions would be cool, but if GS is statically compiled on 3.0 anyway I don't think it's the biggest deal.
I'm interested in getting access to the Xcode project myself though. And I have a question. Would it break the GS license to do things like hack up OpenFeint integration (or doing anything else like that) into the Xcode project after exporting from GS?
Also, any word yet on access to the xcode? Looks like 4 people have responded wanting a means to get to the xcode in this thread alone. I thought I read somewhere that you could open a .app project like a .zip file. Is this possible? Would it give me access to the xcode? People have listed adding OpenFeint and the like manually, is this allowed? I for one, would certainly like to get into the code there for the purpose of educating myself and for custom coded functionality that gamesalad may not implement.
What I do know is that it would be crazy if they allowed people to edit the xCode project. From a business standpoint by allowing someone access to edit the xCode file, who would buy the premium subscription when you could just add the feature manually in xCode. Personally I like the new streamlined way of doing it. I also like the fact that the xCode is not available.
I hope this doesn't split the community up or somethin'.
From a business perspective, I would have to go back to my original statement. If GS allowed you to do that, would you ever consider paying $1999 per year to get the Pro features?? Why would you when you could just add it yourself?
I'm not saying this is the reason by any means. I'm just saying look at it from a business standpoint. There is a lot of potential revenue lost.
Also as ktfright has pointed out GS is geared toward simplicity. Hence the motto, "Game creation for the rest of us". It is great for real coders to do some things, but geared more to those who can't code, who aren't going to miss a lot of the potential features that maybe could be added.
I guess one suggestion for the GS guys would be to allow xCode access with the PRO version. That would be a great compromise. You could then do most of it in GS then add the small things you want outside of it.
Easier always equals better in my book
Dr. Sam Beckett never returned home...
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On the plus side the process worked without any hitches and was very quick.
eg this bit ->
Project Details
Display Name: AccelTest
Status: READY
App Name: AccelTest.app
Game Project: download <------------------------------here?
Default Image: Pro Membership Required.
That gives me a file I have to rename to zip and then its a gs gameproject file