PhasedEvolution Posted November 14, 2016 Share Posted November 14, 2016 Hello. I made a small test game that I would like to test on mobile. I would like to make the game available for ios and android. I am not sure on how to do this ... Can someone help me out? Will the phaser-in-game-code be the same for both apps? I have heard of PhoneGap / Cordova. What about ios? Link to comment Share on other sites More sharing options...
squilibob Posted November 15, 2016 Share Posted November 15, 2016 GapDebug will give you console for iOS devices if you already have an iOS device. I don't know of any other free utilities. PhasedEvolution 1 Link to comment Share on other sites More sharing options...
Mike018 Posted November 15, 2016 Share Posted November 15, 2016 Use intel XDK if you are just getting started. It's super fast and easy if you are new to making a mobile app since it automates everything. Later on, you can learn how to make scripts to build locally. plicatibu 1 Link to comment Share on other sites More sharing options...
PhasedEvolution Posted November 15, 2016 Author Share Posted November 15, 2016 11 hours ago, Mike018 said: Use intel XDK if you are just getting started. It's super fast and easy if you are new to making a mobile app since it automates everything. Later on, you can learn how to make scripts to build locally. Will that allow me to build for ios and android? Native app? Link to comment Share on other sites More sharing options...
plicatibu Posted November 17, 2016 Share Posted November 17, 2016 @PhasedEvolution I sencond @Mike018 Intel SDK is perfect. You can use it to generate binaries for both Android (.apk file) and iPhone (.ipa file). Give it a try and tell us what you think. Link to comment Share on other sites More sharing options...
The_dude8080 Posted November 27, 2016 Share Posted November 27, 2016 On 17/11/2016 at 1:09 AM, plicatibu said: @PhasedEvolution I sencond @Mike018 Intel SDK is perfect. You can use it to generate binaries for both Android (.apk file) and iPhone (.ipa file). Give it a try and tell us what you think. Can you help me out ? Link to comment Share on other sites More sharing options...
BdR Posted November 28, 2016 Share Posted November 28, 2016 On 17-11-2016 at 2:09 AM, plicatibu said: @PhasedEvolution I sencond @Mike018 Intel SDK is perfect. You can use it to generate binaries for both Android (.apk file) and iPhone (.ipa file). Give it a try and tell us what you think. Just curious, what is the performance of apps created with the Intel XDK when compared to Cordova or Cocoonjs? I mean the speed and frames-per-second of the games. I read here that Intel XDK is based on Cordova so I assume performance about the same? Link to comment Share on other sites More sharing options...
plicatibu Posted November 28, 2016 Share Posted November 28, 2016 @The_dude8080 maybe I can . What's your problem? @BdR in order to know whether Intel XDK performs better than cocoonjs one needs to generate binaries for the same game and install them on the same device to check their performance. I didn't do it so I have no idea . Link to comment Share on other sites More sharing options...
The_dude8080 Posted November 28, 2016 Share Posted November 28, 2016 4 hours ago, plicatibu said: @The_dude8080 maybe I can . What's your problem? @BdR in order to know whether Intel XDK performs better than cocoonjs one needs to generate binaries for the same game and install them on the same device to check their performance. I didn't do it so I have no idea . I would like to test my app on my android phone. I have already simulated on the emulators and it runs fine. My app (it is not very different from a tuner) needs to access the device microphone to get the user frequency. When I made my html5 app I used this https://github.com/cwilso/PitchDetect which is based on Webaudio (audioContext). I am not sure if I need I need a cordova plugin for this in android/ios? Do you have any idea? Also I am tired of trying to get my app to work on my android device with no success. How can I see how my app would perform for real? That includes full access to the plugins I implemented etc... I am using a local Weinre server but it doesnt seem to work.(Tutorial here). I started the server and included the script in my index.html. Then I pushed the app files to the server: After that I started the app in the intel preview => server apps. I am not sure if I can see the true performance (including third party plugins) this way because I saw this on the tutorial: How do I build the app? I dont have a developer certificate yet and I would like to test the app with the third party plugins I am using. Well if I dont need any plugin to access the device microphone (which means the audioContext I used in the html page is enough) I actually dont need to build it because would need no 3rd party plugins. Otherwise I need build the app to test it. Any help...? Link to comment Share on other sites More sharing options...
plicatibu Posted November 28, 2016 Share Posted November 28, 2016 In order to build the app when using Intel XDK it's mandatory that you provide the developer's certificates for each platform you intend to generate the binaries. In case you don't have the certificates you will use to distribute the app, generate the certificates used just for development (I don't know about windows and apple, but for Android you can have a certificate valid for distributing on app store and other just for development purposes). Intel XDK doesn't built app locally. It sends your source code along the certificates to its own servers where the app will be built and signed. PhasedEvolution 1 Link to comment Share on other sites More sharing options...
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