What's the best way to integrate Facebook SDK in cross platform libGDX project? - libgdx

Till now I haven't found clarity on how to integrate 3rd party services in a libGDX project.
My project targets Android and iOS both the platforms.
Can someone tell me the best ways to do that?

You can try https://github.com/TomGrill/gdx-facebook or write your own platform specific code https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code

Related

How to use CocoaPods with LibGDX?

I have a LibGDX project which I can run on all platforms that are supported by LibGDX. Recently I started integrating the Google Nearby Messages API. I got it working on Android through platform-specific code, pretty much like the description on Google says it should be done. Now I want to integrate it in the iOS project, which uses RoboVM, but according to their documentation (https://developers.google.com/nearby/messages/ios/get-started) I should use CocoaPods, which doesn't seem so straightforward for integration, especially in a LibGDX project. I hope someone with some experience in doing this can help me out, or point me to a project in which that's already done. Thanks!
As far as I know, with RoboVM you use their available RoboPods supporting the most popular 3rd party intgrations, but not all.
Popular Google tools are listed there but I did not see Google Nearby Messages API, more info here:
https://github.com/MobiVM/robovm-robopods

Can I read iBeacon data using AS3/Air?

I am wanting to develop a simple micro location app using iBeacons (just arrived today...how exciting). I have zero experience coding native in iOS and Android however have developed several apps using AS3/Air so I was wondering if there is a way to receive the beacon data using AS3?
I know there is a Bluetooth ANE for Android (which is not production ready) but was hoping someone knew of an iOS and Android ANE.
Happy to pay someone to create one for me if possible!
To my knowledge, nobody has built a ANE wrapper for the Android iBeacon Library or for the iOS CoreLocaton APIs. There is an iOS wrapper and an Android wrapper for Xamarin (another cross-platform development framework), and I have been approached by folks interested in building an Android wrapper for the Basic4Android.
An ANE wrapper would be an interesting addition, so if anyone experienced with building them is interested in working on this, I would be happy to help on either the Android or iOS side.
Full disclosure: I am the primary author of the Android iBeacon Library.
I've just found iBeacon ANE on this site http://www.caffaware.com/archives/469
Good job! ;-)
If anybody is still looking, a free ANE can be found here:
http://www.as3gamegears.com/air-native-extension/ibeacon/

Run existing Cocos2d-x project in Android

I am staring cocos2d-x development.
I have made one demo cocos2d-x project in xcode using cocos2d-x template. Now i want to use that existing project for android. How can i use that existing project for android? Can Anyone please guide me or give some link for this issue ? any kind of guidance will be helpful.
You can follow this beautiful Tutorial : http://www.raywenderlich.com/33750/cocos2d-x-tutorial-for-ios-and-android-getting-started
shaqir saiyed gave a great advice with
paralaxer.com/cocos2d-x-project-setup
But I would suggest to use Copying Method of that article! It will help you to achieve not only android but others platforms as well.
What you need is Android NDK , Android SDK and Eclipse properly installed on your MAC (g)

How to develop cocos2d-x game for android & iphone?

I want to develop an cocos2d-x game for android & iphone. I don't know from were to start my development. I know there is an template available for iphone, but after creating it on iphone how build it for android platform?
And what if i want to develop game form the eclipse itself rather then developing on iPhone and then migrating to android
I had already tried various tutorials of ray wenderlich, tutorial on cocos2d-x.org, http://paralaxer.com/cocos2d-x-project-setup/, http://www.multigesture.net/articles/how-to-setup-cocos2d-x-windows-and-android/, http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html, http://gameit.ro/2012/01/creating-an-iphone-and-android-cocos2d-x-hybrid-project-updated/
From all of the above tutorials i am not able to get any proper solution.
Also tell me should i have to develop(code) on iPhone and then build for android?
Thank You in advance
simple :
-> Framework : cocos2d-X
-> Editor : Xcode
-> Language : C++
once you complete your Game for iphone then You can port your this game to any platform like Android or Windows. you already have all useful links . still follow this :
Setting_up_Android_Development_Environment_on_Mac_OSX :
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Setting_up_Android_Development_Environment_on_Mac_OSX
How to port your project to win32,iPhone and Android
http://www.cocos2d-x.org/boards/6/topics/3001
Integrate Cocos2d-x (C++) into an Android application (Java)
http://jpsarda.tumblr.com/post/26000816688/integrate-cocos2d-x-c-into-an-android-application
-> You just have to convert this native code using some JNI or say NDK .
-> using Cocos2d-x u can Develop games on Windows, Mac OS and Linux .
Personally if you are deploying to multiple platforms your best bet is to use a gaming engine. Currently Unity3D, UDK, and newly released Havok's Anarchy Engine supports deployment to these platforms and more. This way you can develop once and deploy to multiple locations. Cost is free for Havok, UDK if you are a small company, and I believe Unity3D now has free licensing to iOS and Android for their non-Pro versions.
I think going this route is far more promising than using cocos2d
The method I use is to use the templates for both iOS and Android that create projects for Xcode and Eclipse respectively. When you have this, you remove the Classes and Resources folders in for example the Eclipse project and replace those folders with links to the Xcode folders Classes and Resources.
What you now have is two projects, one for iOS and one for Android, that both use the same C++ code and resources. You can now choose which of Xcode and Eclipse that you prefer to use when developing and just switch to the other to compile for that platform and do testing and releasing there.
Hope that helps. :)
Look in cocos2d-x folder under /tools/project-creator/create-project.py , you should run that and it will create project for many platforms already set-up and from there you can just code in XCode, and platforms will share same source code.

Develop Xbox 360 Apps

I have been asked to develop an Xbox 360 app. Not a game but an application like Netflix, Youtube or Muzu... I find it realy hard to find any information on app development for the Xbox console. Can anybody give me some advice?
I know that the XDK allows game development in native C++ but is it suitable for creating apps as well? Is there any information on the submission process and policies for Xbox 360 apps?
I think you may need to ask the question, "What's the difference between a game and an application?" I'm sure you could use XNA to build an application as well thus develop your app in C#, using the libraries Microsoft provides. Good luck!
I am not sure if what you want is possible with XNA. If you are registered xbox developer, you should talk to your developer account manager.
I assume you may get detailed explanation from theese links
http://www.xbox.com/en-US/developers
http://www.xboxmb.com/forum/15-xbox-360-tutorials/67430-how-create-xbox360-applications-sdk.html