Just had a quick question before I begin looking into converting my game to Mac.
Is it possible to have the same project, containing both iPhone, iPad and Mac code, or are the project different types ?
Thanks!
A fast, easy to use, free, and community supported 2D game engine
Just had a quick question before I begin looking into converting my game to Mac.
Is it possible to have the same project, containing both iPhone, iPad and Mac code, or are the project different types ?
Thanks!
iPad: yes, apple even has functions to aid you in porting to the ipad (right click on a target and choose upgrade to the ipad). Interface builder also has menu entries to aid you with this.
As for mac code: don't know. I haven't done any mac porting yet.
I also wanted to know more about it. Anyone know the best way to do this?
thanks!
I did it couple of times. Here's a good example:
https://github.com/psineur/CCVideoPlayer/commits/master
Scroll down and take a look at commits from "Added Mac XcodeProj" to "Fixed mac project crash. Mac+iOS template runs OK "
Initial commit is just a iOS template, so it's huge and there's nothing interesting.
Usually i create Mac project in other directory and then copy needed files to the folder with iOS project.
You can share all sources, probably even pch, but i prefer use one pch for mac and one for iOS.
Moving Info.plist from Mac i rename it to Info-Mac.plist and change this in MYPPROJECTNAME-Mac.xcodeproj
Pretty simple, but you add any files to your project - you need to add them again in Mac.xcodeproj.
Probably there must be a way of having Mac & iOS Targets in one xcodeproj, but i failed to do this in XCode3, so i use two xcodeproj.
BTW, it should be very easy to create iOS+Mac Template, if someone gonna do this - please share ;)
I tested and I could do this by adding a MAC TARGET to my project, now I have 2 appDelegate and share the rest of the programming.
Thank you for support!
@Stepan Generalov, sorry for the delay.
So I'm just IOS developer, I'm waiting for my Mac developer account, I do not know if they are other certificates. But my proect is working perfectly on the iphone/ipad and MAC in debug mode, using the mine iOS Developer Provisioning profile. When I turn on my Mac developer account, I will try to distribution.
I'm curious if anyone has tried to get an iOS Cocos-2d project running on Mac OS X using either Chameleon or TWUI (or something similar.)
From what I understand, both Chameleon and TWUI will translate UIKit calls to their equivalent draw routines on OS X, potentially allowing you to get an iOS app to run on OS X out of the box-- within some limitations.
I know there are separate cocos2d libraries for iOS and OS X, but I am really curious if the iOS version would work on OS X using one of the above libraries.
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