Stencyl 2.2 is not compatible with Xcode 5 (but here is a workaround)

Vanz

  • Posts: 10
Hi,

I met a error message like below when I try to compile with new xCode5 and ios 7 installed iphone 5.
 
clang: error: linker command failed with exit code 1 (use -v to see invocation)


Is there any way to resolve this kind of error?


Thanks. :)


« Last Edit: January 21, 2014, 10:57:08 pm by Jon »

rob1221

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  • Posts: 9474
Stencyl hasn't been updated to support Xcode 5, and the 2.2 version probably won't be updated for it at all.  In the 3.0 version, some developers can build with Xcode 5, and others can't.  It will take time to sort out those problems.

Vanz

  • Posts: 10
Thank you for your reply.

So, If it's true, seems like only subscribed users can make iOS7 compatible games.
I hope Jonathan could reconsider this decision.

But Anyway, I love Stencyl and I would like to subscribe when iOS7 compile becomes official.
 :)

rob1221

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  • Posts: 9474
A subscription is required to publish anyway.

Jon

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  • Posts: 17533
That's besides the point. You don't need the latest Xcode to reach the latest version of iOS. This is an unfortunately common misconception.

Vanz

  • Posts: 10
That's besides the point. You don't need the latest Xcode to reach the latest version of iOS. This is an unfortunately common misconception.

I have an error message like "No provisioned iOS devices are available with a compatible iOS version." when I try to build for iOS7 device with xCode 4.6.2.


But iOS 6 Device was no problem with same setting.
So I thought that I maybe have to upgrade to Xcode 5.

Am I missing something?


Thank you.

« Last Edit: September 29, 2013, 04:43:28 pm by Vanz »

Jon

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  • Posts: 17533
That is a little bit different. Apple has always required the SDK on your computer to match the version on your device, but this is purely for debugging. You can work around this somewhat by exporting the game as an IPA and then using iTunes to install it.

Vanz

  • Posts: 10
Thank you Jonathan. I got it solved.

I found a posting at the OpenFL forum that I should change C++ Compiler in the build setting as Default compiler(Apple LLVM 5.0) to build iOS 7 App.

and, It solved my case! :D 
So, now I can build stencyl 2.x Game with xCode5.

(But I had to input MAC address like 02:00:00:00:00:00 which is not mine. Little weird But it works.)

Stevetheipad

  • Posts: 1301
Thank you Jonathan. I got it solved.

I found a posting at the OpenFL forum that I should change C++ Compiler in the build setting as Default compiler(Apple LLVM 5.0) to build iOS 7 App.

and, It solved my case! :D 
So, now I can build stencyl 2.x Game with xCode5.

(But I had to input MAC address like 02:00:00:00:00:00 which is not mine. Little weird But it works.)

Would you mind posting a little more in detail on how you did this for a noob like me?

MikeyPB

  • Posts: 107
Hi, I've just managed to send off an IPA from Stencyl 2.2 using this method. Let me try to remember whatI did...

In Stencyl, test the game on iOS(Device) to open up the project in Xcode. Wait for it to load up.

Select AppScaffold in the left hand column.

In the middle part of the window, at the top, you have some options. "General - Capabilities - Info - Build Settings - ..."
Click on Build Settings.

Use the search bar (just below where you clicked on build settings)  to find "Compiler for C/C++/Objective-C"
Change this option from unsupported to default as Vanz suggested.

Then use the search bar to find "Provisioning Profile" in Code Signing. Choose your correct Provisioning Profile for what you want to do (Whether you want to submit to App Store/Ad Hoc)

Now, back at the top of the window next to the play/stop buttons  it says Appscaffold > iPad > iOS 7.0
Click and hold on iPad to change it to iOS device.

In your taskbar click on Product > Archive.  Wait for it to cook and in the window that pops up next click Distribute. Choose the one you want to do and you're on your own from here!

Submit to the iOS App store is the option I just chose,  and it delivered the app to iTunes connect without going through Application Loader, which strikes me as a bit odd. My app is waiting for review, so I'll let you know what they say!

Oh, also there were these two warnings with the app - it's not fatal I guess, I'll let you know how it goes!

MikeyPB

  • Posts: 107
Update: My IPA passed review so we're all good. It's now pending developer release.