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Possible Projected Timeline on Portability Version to Mobile Platforms in Next Release

  • #10, by BigStans 14 years ago Zitieren
    See my answer 1). We did not know it, if we have enough things, we release the next, we do not hold back features or new things for upcoming versions. Like 3Dreleams, it's done when it's done, but we are faster than Duke Nukem Forever.
  • #11, by Jack89 14 years ago Zitieren
    Everyone is faster than Duke Nukem Forever xD
  • #12, by jesblood 14 years ago Zitieren
    ok we were trying to think how to phrase point 4 about the license part - I couldn't think of how to correctly phrase "own game" - my mind goes a bit bleh - sometimes! wink

    In essence: you, the user needs to obtain a developer certificate from apple, which David can then use to compile your game for iOS which will include the certs you obtained (when iOS export support has been added) & then add it to a custom made store app (for distributing) or something (not sure) ... bear in mind that VS commercial users get priority support for compiling for iOS/android & distribution before anyone releasing non-commercial or indie titles ...

    something to that effect I think.

    Just to make sure I understand what you are saying I'd like to ask a series of questions.

    1. Are you saying that if we have purchased a commercial license of VS along with our Dev Certification from Apple then we could potentially receive special exclusive support for porting to iOS by David personally or is this only available when such a feature has been fully developed and released on a newer version of VS?

    2. If exclusive support for commercial developers then is there a support fee included for porting to iOS?

    Thanks for endulging these questions.

  • #13, by BigStans 14 years ago Zitieren
    Well, i've tried to explain the current problem with an image. 1) We need to rebuild each game for the publishing inside Apple, but outside, you can publish it without apple. Hope the little screen helps. That is while we must have a look @ our current license options, how we can handle this. I must Speak with the Team, but we can say more if the IOS version was ready.

    2) This is while i said, we must renew our licenses.

    3) but for Freeware games, we can Customize the "IOS and Macversions" inside the MacAppStore, so that the user can load games with free "in-App-Purchases" or something like this… But for free games we did not know it currently.

    Think the best was to make an brainstorming with the Team, hopefully we can clear this in few days smile

    - David

  • #14, by jesblood 14 years ago Zitieren
    Okay guys thanks for clearing that up.
  • #15, by momomomo888 14 years ago Zitieren
    Hi there! First post smile

    I use to read around waiting for any info regarding the iOS "player" or a Mac editor, (including the german posts, google translator at hand hehe)... so I will not ask for ETA as I understand this is an important update, but if possible, I would like to know if problems comented here with certificates were solved somehow...

    If we plan on developing for iOS, we will need to try on device(s), and that means compiling the game with our own developer certificate, test the game, make some changes, compile again, etcetc ... and finally, upload the ipa to the appstore... obviously, this will be a problem... so... any idea how this will be? (maybe you could export to an xcode project, with the engine being in form of DLL's so it's a bit more protected).

    And... just thanks for your great work on the engine and the dedicated support here.
  • #16, by SimonS 14 years ago Zitieren
    That's a thing I already thought of because I need to do the same thing.
    The best options I figured out is to not recompile, and only update the files.
    The problem is that updating all files is REALLY slow, so we would update only the changed files, i still need to think about that. I plan to transfer all data by usb, that would make it work also on windows without XCode and such. But the app needs to be already on the device. On that point we may put a player in the appstore to use. For commercial apps we will keep our source code concealed and only give away static libs, also because it's much easier to compile i tell you.

    After all mobile support is still in a very early stage, so I don't know how it's really going to be.
  • #17, by duartegarin 13 years ago Zitieren
    Hey everyone,

    How is the plan for mobile support in Visionaire?

    Do you think it is safe to assume it will happen in 2014?

    Thanks for the GREAT work,

    Duarte
  • #18, by afrlme 13 years ago Zitieren
    yeah iOS & android platform support should be available in the next release which should be ready sometime in Q1 2014 - sometime over the next few months, I guess, as long as the devs don't run into any issues.
  • #19, by duartegarin 13 years ago Zitieren
    Thanks for the quick reply,

    If it happens before 2015 its safe from our side as I assume we can develop with the studio and later make eventual changes that come with tye update.

    Great news!
  • #20, by afrlme 13 years ago Zitieren
    anything you make/are working on in the current version will be compatible with the next version & future versions etc...

    I don't know if there will be an update .ved tool like there was between v2.x to v3.x as I've been opening up stuff made in 3.7.1 in the next version beta builds without any issues.