I realize Cocos2D is iPad compatible. But what's the best way to get that going? The templates only make iPhone Apps so you have to merge that with a window-based iPad app? Is there a way to start a Cocos2d template and configure it to work with an iPad?
iPad Template
(16 posts) (13 voices)-
Posted 2 years ago #
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create your project (using the template) and convert it to iPad:
From XCode 3.2.2:
1. Select Target
2. Project -> TransitionPosted 2 years ago # -
Thanks, you're the best. I figured this was a problem between me and xCode
Posted 2 years ago # -
Hi, can you be more specific about these steps? I am really lost.
Are those menu items?Posted 1 year ago # -
Thanks riq. I thought that create a Universal build?
Does this produces better result than 1) change build setting to iPhone OS 3.2, 2) choose iPad rather than iPhone?
Posted 1 year ago # -
These days, XCode will ask you whether you want to transition to a universal binary or two seperate ones.
Posted 1 year ago # -
From XCode 3.2.2:
1. Select Target
2. Project -> TransitionI don't see Transition under Project, and neither Transition nor Project appears on right-clicking the target. I think misunderstanding. Can you be a bit more detailed, or show screenshot perhaps? Sorry, if this is a dumb query but it's not working for me.
Posted 1 year ago # -
1. Select Targets (i.e. MyCocos2d Game)
2. Project->Upgrade Current Target for iPad...
3. One Universal application or Two device-specific applications. - Pick the right radio box.Posted 1 year ago # -
But either one will produce a templates that support iPhone too. So there is a 4th step (for some) that remove iPhone specified stuffs.
Does this produces better result than 1) change build setting to iPhone OS 3.2, 2) choose iPad rather than iPhone?
Posted 1 year ago # -
I've only produced universal apps before, so I don't know about the 2 device-specific app selection.
You need to set the "deployment target" in the settings to iPhone OS 3.0 or whatever OS you want to target. Click target, click info, search for deployment target.
Then I use base SDK | Release | armv6. Base SDK should already be set to OS 3.2 when you do the upgrade.
This runs fine on both my iPhone 3G and iPad.
Btw, no idea if it produces better results. I think it just updates all the necessary settings so you don't need to update it manually.
Posted 1 year ago # -
I have tried repeatedly starting from scratch with the cocos2d template but when I select target -> project the option to upgrade current target to iPad is disabled?
How can I get this to be enabled as at present I cannot get the naitive iPad target :-(
Thanks
Posted 1 year ago # -
Are you using an older version of the SDK? You need to have at least 3.2 in order for this option to be selectable. Make sure that the Base SDK is also set at at least 3.2 (or even 4).
Posted 1 year ago # -
For me too, using 4.1 and the latest 0.99.5rc, the Upgrade current target to iPad is grayed out. Suggestions?
Posted 1 year ago # -
I had this problem a few days ago. You have to click on the target itself then the option should become available. That was the problem for me at least.
I came across this stack overflow discussion when I was searching for answers. It might give you a few more pointers.
Posted 1 year ago # -
As a note here:
I started a new project from the template (in xcode 3.2.5 and cc2d 0.99.5). I have the 4.2 SDK environment so maybe that will matter as well...
I was allowed to simply select the simulator I wanted (either iPhone or iPad) from the configuration dropbox in xcode (added via customize). It did not pixel-double. When run on the iPad everything was sized correctly.
Posted 1 year ago # -
ok i am running on XCode4...and the templets worked for me. If you are hanging with iPad templets.Just select your project in the left pan and on the right pan select the Summery tab. there u just update the device to iPad and hope it will be fun...(for XCode4).
Posted 9 months ago #
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