Export Into Xcode for edit in .61
shwinster
Member Posts: 23
Can we still have the option to export into xcode if we want to intergrate features not yet available in gamesalad? For example a Social Network like Openfeint.
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I know they are trying to make it super easy but I think their new publishing system is waaay too vanilla. With no ability to do anything in xcode it's basically unusable to me.
That said, we plan on introducing much requested features as we move forward.
This leads me to a few questions:
1. How are you supporting two different formats? I'm confused. Everything leads to an .app file via the xcode compiler yes? Instead of us doing it, you're just running it on your side for us to download or am I missing something. How is it two?
2. Having the xcode version allows us to debug it if we want, assign a different provisioning profile (adhoc, etc), compile to a different OS version, view the source or whatever. That's an over simplification but I always believe in access to my code. I'm a developer for my day job so I'm a pure coder at heart.
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These are critical features that many apps have, and it will be increasingly challenging for users to compete in the iphone marketplace unless they have the ability to utilize these features as well. I realize that many of these features will be implemented, but there will always be new cutting edge features that developers will want and have to wait for until gamesalad can get to them, and for many developers that may not be acceptable when they can easily implement them themselves.
Gamesalad is an incredible engine and development tool. What you have already created is really spectacular, and I can understand you guys are cranking as hard as you can to implement new features in a thoughtful and robust way.
The simplicity of jumping straight to .app is perfect for many people, but definitely not all. There is always a tradeoff between simplicity and capability. Unless users have complete access to the xcode, I think you are ultimately limiting your potential customer base.
I also realize it simply may not be that easy to just provide the xcode, and I assume there may be proprietary code that you don't want leaked out to be copied freely. So it just may be the nature of the beast that if you use this tool you don't get the xcode.
Ultimately great apps built by experienced developers are going to be your best marketing tool. And those people are definitely going to continue asking to work directly with the xcode in order to create the best products they are capable of.
1) Two formats means supporting 2 different ways a user can reach their end goal. Issues such as support, documentation, and keeping everything in sync is something that will only raise the complexity of the program, whereas our goal is to simplify it.
2) With the new publishing system you can sign with whatever profile you have created, whether its development, adhoc, or distribution. As far as the source, your gameproj file is your source. Everything else is our engine code that is meaningless to the majority of our users and locked anyway. I understand your question about different OS versions and we'll see what can be done.
Alexxhp: We're looking into the issue you're experiencing. We'll let you know as soon as we figure it out. In the meantime, could you try reinstalling your certificates and profiles as well as your computer? Do you see the correct profile in the xCode organizer?
Mulcahy, we've actually sent out beta builds with the new system. You just need to install an ad hoc provisioning profile, code sign with it, then send the resultant .app file to your tester as well as the .mobileprovision file.
closed.
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