Ambiera ForumDiscussions, Help and Support. |
|
[ 1 2 ] Page 1 of 2 |
|
|||||
|
Are there any plans for a Coppercube export to an iOS format? I've seen tutorials on porting irrLicht to iOS, and was wondering if anything like this would make its way into Coppercube. Thanks! |
||||
|
Currently not, sorry. (But this doesn't mean that it won't be added some day). The problem here also is that for creating iOS apps, you are currently forced to have a mac and to be in the apple developer program, where you have not only to register but also pay something like 100$ to apple. (AFAIK) So it would be a bit more compilicated for CopperCube users to publish iOS apps. |
||||
|
It is true - you have to be in the Apple Developer program (£59/$99 per year) and the hoops you have to jump through compared to Android app development are utterly ridiculous... Also, I have never quite got to the stage where I'm ready to submit to the Apple iTunes Store (for that, perhaps you really do need a Mac)..However I've successfully had a number of iOS prototypes working on iPad and iPhone, some of which have included Coppercube 3D content. The way to do this is to create a Flash movie which loads in a Coppercube SWF as a child. Then, include the Coppercube SWF in your output assets (publish settings) configure all the iOS certificate stuff and export the movie as an AIR file for iOS. When copied onto an Apple device via iTunes it works - and it works amazingly well. 3D performance isn't as great as Niko's direct Android publishing process - which is jaw-dropping in both speed and file-size - but it's certainly possible. If I ever get anything properly running on iOS, the source code and files will appear on my subscribers area along with everything else. I strongly disagree with - hate even! - Apple's stupid developer rules, and have wasted much time figuring it out, but it's a huge market and one I'm interested in, however weirdly I get there. Best regards, Andy |
||||
|
Agreed - I have gone thru app submission for both Apple and Android, and Apple is far more involved with some seemingly useless red tape. Thanks for the info on the swf option as well! |
||||
|
wrote: It is true - you have to be in the Apple Developer program (£59/$99 per year) and the hoops you have to jump through compared to Android app development are utterly ridiculous... Also, I have never quite got to the stage where I'm ready to submit to the Apple iTunes Store (for that, perhaps you really do need a Mac)..However I've successfully had a number of iOS prototypes working on iPad and iPhone, some of which have included Coppercube 3D content. The way to do this is to create a Flash movie which loads in a Coppercube SWF as a child. Then, include the Coppercube SWF in your output assets (publish settings) configure all the iOS certificate stuff and export the movie as an AIR file for iOS. When copied onto an Apple device via iTunes it works - and it works amazingly well. 3D performance isn't as great as Niko's direct Android publishing process - which is jaw-dropping in both speed and file-size - but it's certainly possible. If I ever get anything properly running on iOS, the source code and files will appear on my subscribers area along with everything else. I strongly disagree with - hate even! - Apple's stupid developer rules, and have wasted much time figuring it out, but it's a huge market and one I'm interested in, however weirdly I get there. Best regards, Andy Hi Andy, I would also love to be able to do this. I have something I want to port to IOS shortly. Would apple accept an app done this way? Cheers, Marc |
||||
|
Hi Marc Apple had a period of banning anything created via 3rd party software tools such as Flash a few years ago but there was such an outcry of annoyance they lifted the ban. So yes, anything done via AIR is completely acceptable and in fact some of the best-selling (3D) games on the iOS app store we created using Flash/AIR technologies. If you need any help setting up basic workflow let me know - can be tricky. Best regards, Andy |
||||
|
Thanks Andy, I am definitely very interested in doing this. I have been googling ever since I saw your post. I have Unity IOS and Android but would love to do everything in Coppercube if possible. Android works great already and I would be keen to see how an Air app IOS app made with a Coppercube Swf performs. Extremely happy to receive any advice you can give. Thanks again, Marc marc@mrmdesign.com |
||||
|
Hi Marc I've dropped you a line via email, although happy to continue to discuss here on-and-off if you prefer. :) Andy |
||||
|
Thank you Andy, Your email was highly appreciated. I will get on to testing things ASAP. Cheers, Marc |
||||
|
wrote: Hi Marc I've dropped you a line via email, although happy to continue to discuss here on-and-off if you prefer. :) Andy Hi Andy. I've looked into doing this too and had heard that Apple were banning apps published this way so I gave up thinking it wasn't going to be worth the effort but if you say they have lifted this ban then that's fantastic news to me. Would you mind telling me what software I need to get for this such as adobe flash, and air etc and then how could I get my coppercube game published on the iOS store this way. I was going to buy a new Mac but I don't know how to write code using Xcode so if doing it in Air would be easer on windows using mostly CopperCube then that would be the best for me. Thanks! Ed. |
||||
|
Hi Ed, Thanks for this. If you have Flash CS5.5 or CS6 you should be able to publish AIR iOS apps. Obviously a subscription to Creative Cloud helps, because you get all the latest updates, but Flash Professional is the only program you need - it has AIR export built in, to both iOS and Android. If you want to play with the more recent beta AIR SDKs then you can do by getting them from Adobe Labs and telling Flash Pro where to find them. The main thing to do before getting your hopes up though is to check that your CC project works OK when published via this route. Some of the work I've wanted to develop this way hasn't come out properly - AIR seems to screw up some CC content depending on the complexity of models used (the shading / lightmaps) - so definitely experiment beforehand. As I said before you need to create a container SWF that loads in your CC SWF - and to include the CC SWF in your publish settings as part of the included content. Also, in order to do this on iOS, there are some hoops you have to jump through - see this URL - http://blogs.adobe.com/airodynam... This was not possible until the AIR SDK 3.6 I don't think, although it has always worked fine on AIR to Android. You can actually package AIR inside your app - which fattens out the size of the finished file by about 8-9mb - but hides the fact you used AIR in the first place. So the whole thing about needing the AIR extension on your mobile device is overridden. :) Best regards Andy |
||||
|
Arrrgh, Creating a p12 file to use with flash CS6 is a real pain! any tips? ![]() |
||||
|
Thanks so much Andy for this! That's great! Ed. |
||||
|
Hi Marc, Do you get any particular errors? Creating the p12 file is an absolute pain in the backside and took me a good few attempts. The main thing is to follow the instructions on the Adobe site/in the Flash documentation absolutely *to the letter*, otherwise anything could go wrong at any point. I almost gave up bothering with this - but then suddenly I managed to get it to work, and to be honest I can't put my finger on what pushed it to be successful, I think I just took it step by step, ultra-carefully, and had a huge mug of extra strong coffee on my desk to sip on. ![]() Andy |
||||
|
Hi Andy, The whole process of the getting p12 file is just a bit tedious and I got a little bored. ![]() I will give it another go and follow the instructions to the letter as you have advised. I have a fresh coffee ready. ![]() |
[ 1 2 ] Page 1 of 2 |
|