Any Tutorials for IOS development

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hi, I have been looking for IOS video tutorials for mmf2 but cant find any. Does anyone know any mmf2 Video tutorials or reading tutorials just i prefer Video tutorials.
    Thanks in advance! :)

    Check Out my Awesome Apps named Snow Drop and Friendly Flappers OUT NOW for Apple and Android!!! ;D

  • Hi, I have been looking for IOS video tutorials for mmf2 but cant find any. Does anyone know any mmf2 Video tutorials or reading tutorials just i prefer Video tutorials.
    Thanks in advance! :)


    First off, Android is way easier than iOS because of some really confusing things about the submission process when it comes to iOS (I'm not sure what they are, you'd need to ask someone who actually has the iOS runtime to know what they are). Second, iOS/Android game development in MMF2 isn't really different from normal game development in MMF2, except for the fact that lag is going to be a serious problem if you aren't very careful, there aren't as many extensions available, and that all the controls need to be mouse-based. The second thing is probably why no iOS-specific video tutorials have been made: They aren't really needed, since you can't really explain those things in a video tutorial without your tutorial seeming to be a video for no reason at all (since it almost certainly would actually be a video for no reason at all, as there isn't much to actually show). Anyway, if you can make normal games in MMF2, there shouldn't be too much of a problem making iOS games.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • OK, Just I would like to buy mmf2 with the IOS exporter but If I buy It I wont know what to do with the IOS exporter because I haven't read or seen any tutorials on it. Like how do you make it so when you shake the iPhone it will do something; Do you know what I mean.

    Check Out my Awesome Apps named Snow Drop and Friendly Flappers OUT NOW for Apple and Android!!! ;D

  • OK, Just I would like to buy mmf2 with the IOS exporter but If I buy It I wont know what to do with the IOS exporter because I haven't read or seen any tutorials on it. Like how do you make it so when you shake the iPhone it will do something; Do you know what I mean.


    I think that there is an extension for detecting screen shaking. However, if there isn't one, then you would have to do it using the Accelerometer object. If you can't figure out how to do it with the Accelerometer object, then there is no way you'll figure out the painful process that is submitting apps to iOS. Also, if you don't have a Mac, then you can't use the iOS runtime at all (not even using XCode's iPad emulator (I think XCode has such a thing, anyway), since XCode can only be used on a Mac (and MMF2's iOS exporter requires you use XCode to actually build the game)). Also, if you don't have an iOS device, and you can't afford to spend 99$ a year, then you can't submit anything to the App store (it isn't Clickteam's fault, Apple requires it).

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • i have the iOS exporter and although i haven't yet posted an app out to their website, i have compiled the xcode and brought it over to the mac and run the file in the simulator.
    I was surprised to find out that the $99 annual developer fee is required even if you want to get the app on your own device, not in the app store, but that is an Apple issue, not a Click Team issue.

    Apple also changes what is needed to compile their code, and although my first mac (which has the sole purpose of compiling code, otherwise not used) was a coreDuo, it needed to be a core2duo, so i had to sell on ebay and pick up a newer one, again, Apple Issue, not Click Team.

    Here's a tutorial the Jeff shared on the forum that goes through the apple process for submitting, with clear screen shots and what not.
    Please login to see this link.

    Hope that is somewhat helpful

  • OK, I have bought the $99 bucks for an IOS Developer account and bought a mac mini because I really want to make IOS apps with mmf2. I know its possible but I cant find any tutorials to help me out and learn how. I don't know how to use the all the IOS tools in mmf2 and game center. I would love to learn all of these in a video tutorial if anyone could make one or show me one that would be fantastic! :D
    But if no one can find me a video tutorial I guess a reading tutorial would be fine just I am a visual learner.
    Thanks in advance! :)

    Check Out my Awesome Apps named Snow Drop and Friendly Flappers OUT NOW for Apple and Android!!! ;D

  • Well at the base its all the same as making anything with Fusion.

    For specific objects look at the help file and the example files to figure out how it works.
    In general everything in Fusion works like eveything else so you know a lot more then you know :)

    Then you just have the build type set as iOS and do file build.
    (Of course its best to set this to iOS first -- as it will filter the objects to just ones that work on iOS)

    This produces an xcode.zip package.
    This is the end of your work on the creation with Fusion -- now your off to the MAC and xcode.

    Open that in xcode On your MAC and compile it (Apple Requirement game must be compiled on a MAC)
    Of course you need to do do all your certs and provisioning but this is in xcode and not Fusion.
    There should be some excellent tutorials for all of this on the Apple developer site.

    Please login to see this link.

  • I understand how you feel. I am developing a game with the intention of putting it in the App store. I bought the IOS exporter without looking into it. That seems stupid, I know, but I am certain that it's going to be a hellish process no matter what. I'll cross that bridge when I get to it.

    Please send me feedback on my new 2D space shooter, It Never Ends. Please login to see this link.

  • It's a bit complicated first time setting all your apple key chains up etc but after then submitting the app is not too bad ( set a few hours aside to get everything set up) . It's easy itself running your app on your own device was you have set this up.

  • Ok let try to answer in english ;)

    Android or IOS ?
    Android > you can test everything you want, export, test, play on your phone > free > then when if you want to push your app on playstore you have to pay an account > 25$?.
    IOS and apple, > you have to pay FIRST , and then you can develop...and test on your phone > not fairplay!!!

    You can develop your app with android exporter and when it's ready, push it on IOS ... just have to respect portability...

    Think about it.
    Pit

    My current project : Please login to see this link.

  • Can't I just export it as .ipa without publishing it on App Store? Or do I have to pay to do that? :/
    I can't believe I have to pay 99$.. No way I can afford this.. I guess I will make the app only for jailbroken devices who can install ipa file..

  • Actually, as of Xcode 7, you can test on your own devices without the need of a developer account.

    Plug in your device, then in your project go to Product (menu bar) > Destination > Select your iOS device. Then in the sidebar, click on your project's name at the top, and in the General tab, set the Bundle Identifier to something unique (e.g.: com.youtubeware.myapp).

    You may get a warning message saying "No matching provisioning profile found". If you do, make sure your name is selected in the Team dropdown, and then click on the Fix Issue button.

    Then all you should need to do is build/run the app.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!