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Develop on windows!

01-22-2010, 06:56 AM
#1
Joined: Sep 2009
Posts: 540
Develop on windows!

Develop iPhone games on windows and even submit to the app store.
I have nothing to do with this, just letting you all know as it is awesome.
http://www.dragonfiresdk.com/index.htm
01-22-2010, 07:26 AM
#2
Joined: Dec 2009
Location: Honduras
Posts: 18
Pretty cool i might develop if i dont got a mac

2 Dizturbing Appz Coming Out Soon 4 iDevice

Power Serj 'N' Hungry Girl
The Un-Famouz

01-22-2010, 08:57 AM
#3
Joined: Dec 2009
Posts: 293
This seems a good attempt but there are more alternatives as well. We are currently using GLBasic for our 3 upcoming IPhone games, it's more advanced and has 3D support as well.

http://www.glbasic.com/
01-22-2010, 06:54 PM
#4
Joined: Aug 2009
Location: San Francisco
Posts: 362
Send a message via Skype™ to micah
I've been very interested in cross-platform mobile games recently, so I can write a single game and compile it for iPhone, Android, and Windows Mobile without changing the code. I recently discovered the Airplay SDK (http://airplaysdk.com/) which is designed specifically for high-end 3d mobile games. You develop in Windows (and with their next update in February you can develop on Macs too) and then deploy on any device. I've been spending some time in Windows playing around with it recently.

You still need a Mac with the iPhone SDK installed to code-sign the binary, but that's the only step you need to use a Mac for.

--=] Insurgent Games website | twitter [=-
Cryptose (TA) - Skeleton Key (TA) - Skeleton Key HD (TA link) - Aeropack (TA)
01-22-2010, 07:25 PM
#5
Quote:
Originally Posted by micah View Post
I've been very interested in cross-platform mobile games recently, so I can write a single game and compile it for iPhone, Android, and Windows Mobile without changing the code. I recently discovered the Airplay SDK (http://airplaysdk.com/) which is designed specifically for high-end 3d mobile games. You develop in Windows (and with their next update in February you can develop on Macs too) and then deploy on any device. I've been spending some time in Windows playing around with it recently.

You still need a Mac with the iPhone SDK installed to code-sign the binary, but that's the only step you need to use a Mac for.
We were talking about this briefly at the conference on Wednesday, weren't we? Airplay seems to support Lua for scripting, which is PERFECT for me.

I think this might be the basic framework I am looking for, and it is multiplatform.

I'm downloading the Free version now.

A ragdoll physics platformer:Flickitty
The artist: randall schleufer
Twitter: @FlickittyiPhone
01-22-2010, 11:10 PM
#6
Joined: Aug 2009
Location: San Francisco
Posts: 362
Send a message via Skype™ to micah
Yeah, the other day I did some more research into cross-platform development and I found it. I've been playing with it a lot and I'm actually getting ready to completely rewrite Skeleton Key (with several improvements) using Airplay SDK so I can release it for Android and Windows Mobile also.

I've been looking into it and ready the documentation and scrolling throw sample programs a lot the last 2 days, so I have a much better idea of how it works. You work in Visual C++ (or soon, when the new version is released, in Xcode if you want), and you basically just start with a main() function and go from there. It provides a collection of abstracted libraries for 2d graphics, 3d graphics, audio, touch input, accelerometer, location, and about everything else smartphones can do now.

So you need to learn all of those libraries, and write your game with all of those. Then once you compile it for multiple platform, Airplay deals with the intricacies of all of the different platforms for you. So there's no need to learn the iPhone SDK, the Android SDK, or to program for any of the other platforms. You just write your game in straight C++ using their SDK, and it works for everything.

So it supports Lua, as well as lots of other open source libraries. And for libraries that it doesn't actually come with (Lua is included), nothing stops you from grabbing the source and compiling it yourself.

--=] Insurgent Games website | twitter [=-
Cryptose (TA) - Skeleton Key (TA) - Skeleton Key HD (TA link) - Aeropack (TA)
01-23-2010, 03:18 AM
#7
Joined: Feb 2009
Location: San Jose, CA
Posts: 546
Interesting. The license to develop & deploy commercial iPhone apps is free, too. I'll definitely keep an eye on this.
01-23-2010, 06:20 AM
#8
For Rail Adventures I have made a 3D engine that compiles on both Windows and Mac with a single line of code change.

It's no big deal really, to write cross platform code.
01-23-2010, 03:41 PM
#9
Joined: Aug 2009
Location: San Francisco
Posts: 362
Send a message via Skype™ to micah
Quote:
Originally Posted by exosyphen View Post
For Rail Adventures I have made a 3D engine that compiles on both Windows and Mac with a single line of code change.

It's no big deal really, to write cross platform code.
It's not hard to write code that compiles between Windows, Mac, and Linux because there are so many great cross-platform libraries available, like SDL. But for mobile devices it's a completely different story.

iPhone apps are written in Objective-C, Android apps are written in Java, Palm Pre apps are written in Javascript. The way you detect touches is completely different, the different devices have different hardware and screen ratios. Anyway, check out these demos of Airplay SDK apps I've found:

This one shows how cross-platform it is:


Youtube link | Pop Up


This one shows how incredibly high-performance it is:


Youtube link | Pop Up

--=] Insurgent Games website | twitter [=-
Cryptose (TA) - Skeleton Key (TA) - Skeleton Key HD (TA link) - Aeropack (TA)
01-23-2010, 09:34 PM
#10
Joined: Dec 2008
Location: The Land of The Rising Sun
Posts: 146
Micah's point is important though, for those who are looking for a way to develop on the iPhone without having to buy a Mac. You will still need access to one for the final step, signing the provisioning profile.

Developer of Petri. Available now on the iTunes Store.

These days I work with Tonchidot on Sekai Camera.