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Messages - gstevenshome

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16
Ask a Question / Re: How do I detect Amazon Kindle?
« on: October 28, 2014, 02:07:10 am »
Of course!  Not ideal as you said, but as a last resort at least it will work.  Thanks, and if anyone knows how to do this dynamically with blocks, let me know!  Thanks

17
Ask a Question / How do I detect Amazon Kindle?
« on: October 28, 2014, 01:46:06 am »
Hi,  I've published my game on the google play store fine, and now want to submit to the amazon store for kindle users.  However, i want the game to detect if it's an amazon kindle user when it opens and there isn't a block for it.  I have blocks to detect if it's web, ios, android etc, but not kindle. Does anyone know how to do this?  Thanks in advance 

18
Ask a Question / Does Auto Rotate work on Android?
« on: October 24, 2014, 02:30:14 am »
Hi.  Just a quick question.  I have Auto Rotate checked in my game settings for a landscape game and it auto rotates on IOS (turning device upside down flips the game the right way up), but it doesn't work on android.  Am I missing something somewhere?  Thanks in advance!

19
Resolved Questions / Re: IOS Publish Problem
« on: October 23, 2014, 01:47:22 pm »
Hello Again.  Problem Solved!

It seems my version of xCode updated in the last 2 days to version 6.1 and that no longer supports this ResourceRules.plist so it seems stencyl is not publishing IOS with xcode 6.1 as it tries to use it.   (I think!)

I just uninstalled xcode and then reinstalled xcode version 6.0.1.  Now, my app publishes to IOS no problem.  Not sure if it will get rejected though, so fingers crossed that's ok.

If you have same problem you can get xcode 6.0.1 from the apple dev site - https://developer.apple.com/downloads/index.action#

20
Ask a Question / Re: Publishing to IOS quick question!
« on: October 23, 2014, 01:44:35 pm »
OK, reverting to XCode 6.0 solved my problem! Not sure if it will for you, but maybe worth a try if you were upgraded to 6.1 in the last day or two.  You can get the old version of xcode from the apple developer site.

https://developer.apple.com/downloads/index.action#

21
Ask a Question / Re: Publishing to IOS quick question!
« on: October 23, 2014, 11:12:08 am »
Might be related to my problem in the post on the board today.  Did your xcode update today to version 6.1 like mine?  If so, it might be worth trying to use xcode itself to build your project, or maybe install an earlier version of xcode from the apple dev site to see if that fixes it.  I'm still trying to figure this all out myself though, so apologies if this answer is not correct or helpful!

22
Resolved Questions / Re: IOS Publish Problem
« on: October 23, 2014, 11:03:51 am »
Hello again.  Still having this problem.  One thing I think may be causing it is the fact that my xcode updated today to the latest version (6.1). 

I've just found an apple technical article (below) that says that this ResourceRules.plist thing has been discontinued and apps using it will be rejected.  Stencyl seems to by trying to use it when it's building the app though and its not working with the latest version of xcode released in the last few days.

https://developer.apple.com/library/mac/technotes/tn2206/_index.html#//apple_ref/doc/uid/DTS40007919-CH1-TNTAG205

Anyone with any ideas?

23
Resolved Questions / [SOLVED] IOS Publish Problem
« on: October 23, 2014, 09:04:30 am »
Hi Guys,   I'm still getting problems when trying to build an IOS version of my game.  It was all working fine yesterday - I had all my certificates and provisioning profiles set up and it was building to my IOS device perfectly with 'Test Game' .  It was then letting me create the IPA file for testing (adhoc) and then the IPA file for the app store (distribution) - and everything was working great.

However, today I made some updates for the Android version and updated it on the google play store, and then made the same changes to IOS (just basic gameplay changes).  Now, it pushes fine to my device if I use 'Test Game' to IOS Device , but when I try actually publishing the IPA file, I now keep getting the same error message every time:

Program /usr/bin/codesign returned 1 : [/var/folders/8x/9p805dwx24z81bsx_3wpn5940000gn/T/XxmEgj1NXA/Payload/Ghost Shoot.app/ResourceRules.plist: cannot read resources

I've now tried everything.  Restarted the mac. Renamed the project completely to clear caches and tried rebuilding.  Recreated and reexported all of my certificates and provisioning files again.  Nothing makes any difference - the same problem over and over again.

Google searches say it's something to do with the certificate signing, but I'm really lost now and would really appreciate it if anyone knows what this is or managed to fix this before!

Thanks!

24
Resolved Questions / Re: iOS Device Certificate problem
« on: October 22, 2014, 08:00:24 am »
Thanks!  That worked :) 

25
Resolved Questions / Re: iOS Device Certificate problem
« on: October 22, 2014, 06:54:19 am »
I've downloaded and installed the Apple Distribution certificate  P12 (its in my keychain and valid with the key) and then got the two provision profiles (adhoc and distribution) and double clicked them to install on my mac.  I then try Test to IOS Device or Publish to IOS and get the error above whatever I try.

Do I have to open xcode and import any certificates in there too?  If so, where do I add that?

26
Abandoned Bugs / Re: Error when building via xCode
« on: October 22, 2014, 06:41:42 am »
xCode 5, Haxe 3.1.1
error: use of undeclared identifier '__hxcpp_set_debugger_info'

xCode 5, Haxe 3.1.3
./src/haxe/io/Bytes.cpp:55:12: error: no member named 'blit' in 'Array_obj<unsigned char>'

Both with the latest hxcpp

27
Resolved Questions / [SOLVED] iOS Device Certificate problem
« on: October 22, 2014, 06:28:04 am »
Hello guys.  I'm getting a certificate error when I try to export a project to my IOS device once I've successfully gone through all of the certificate set up instructions: http://www.stencyl.com/help/view/ios-certificates-guide-2

The logfile error is:
[LOG] Code Sign error: No code signing identities found: No valid signing identities (i.e. certificate and private key pair) matching the team ID “(null)” were found.

From the troubleshooting guide i'm told it's likely to be the following:
Q: You see an error in the logs about "no identity found"
A: Several possibilities similar to the above.
- Your certificate expired (check Keychain Access or the Apple Developer Portal).
- You exported the Development, rather than Distribution certificate or provisioning profile.
- You didn't specify a password when exporting the p12 file or entered in an incorrect password.

I'm a subscribed member, so we should be able to export to iOS.  My iOS distribution certificate is valid and wont expire until 2015.  I'm definitely using the Distribution certificate and not the development certificate and I specified a password which I then used in Stencyl setup.  I've tried it a number of times, on a number of different projects (my game, and also a brand new blank project) and tried it on 2 different computers and getting the same error each time. We tested it on a computer using xcode 5 and another using xcode 6.  I basically get the same error on every project on every computer.   I've even deleted all of the certificates and started the while process again, to no avail.

Any ideas out there as i'm a bit stuck now!  Thanks in advance.


28
Abandoned Bugs / Re: Error when building via xCode
« on: October 22, 2014, 05:36:08 am »
I've tried the latest version and get still get errors.

29
Abandoned Bugs / Error when building via xCode
« on: October 22, 2014, 04:05:32 am »
I get the following error when trying to build in xCode:

error: use of undeclared identifier '__hxcpp_set_debugger_info'

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