implemanting leaderboard in libgdx iOS project using android studio - libgdx

how to implement Game Services like leaderboards and achievements in libgdx iOS project. actually i'm using android studio for codding.

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Use JavaScriptCore with libGDX/RobotVM

I have the basic ideas that libGDX uses RobotVM to compile Java into llvm-like bytecodes and then platform-specified codes.
I was wondering if I could use AndroidJSCore in libGDX applications. It's for android, I suppose this should compile. The problem is it relies on JavaScriptCore, which was built in C/C++. Does RobotVM compile C/C++ codes?
It sound like you have a wrong idea of what RoboVM is (was)
RoboVM was used by LibGDX to run on iOS. RoboVM was discontinued as of april 15 2016. LibGDX now uses Intel Multi-OS Engine to run on iOS.
LibGDX on Android uses Dalvik just like normal android apps. So if AndroidJSCore works with normal Android apps it should work with LibGDX too. But, you might be the first person to try it.

Windows Phone project in an universal app solution cannot have admob control

I'm creating an app using the universal app template from visual studio 2013 update 2 and I'm trying to add Admob SDK. However, when I try to compile even before adding the adView control to a page I receive an error saying that this kind of project cannot have an adcontrol.
Does anyone know a solution for this?
As for now AdMob library contains only Silverlight components. So it is not compatible with WinRT and Windows Phone 8.1 apps. The only alternative for now is Microsoft's pubCenter, which is limited to list of countries.
Also you can use AdDuplex - it is not exactly for earning but for promoting your app.

Universal App (WP & WinRT) should i use Cirrious MvvmCross or Galasoft MVVM Light Toolkit

I would like your input, so that i can make a good decision on whether I should use Cirrious MvvmCross or Galasoft MVVM Light Toolkit?
I am going to be developing 2 applications using Universal Apps (Windows Phone 8.1 and Windows 8.1) in XAML/C#. I am not new to developing windows phone and windows 8 apps however i am new to developing MVVM apps and thus would greatly appreciate you into in this?
Should i use Cirrious MvvmCross or Galasoft MVVM Light Toolkit, (should I use something else) what are their strengths and weakness?
Thank you for your time and your help!
Is there an added benefit for using MVVMCross in your app? Will you be developing an Android or IOS APP? If the answer no, then there is no need for MVVMCross or such. The new WinRT API should have 95% of what your app needs. You can add a portable class library to the solution and share third party libraries between the apps as well.
Good Luck.
MvvmCross is the best way to cross-platform work with xamarin for exemple but you can work with it just for create windows and windows phone app.
MvvmLight is really good to implement mvvm pattern in your project.
Just for create ms app, you should work with mvvm light.
MvvmLight does not have support for iOS yet. Support for Android was added in version 4.0 in May 2014. More info here : http://blog.galasoft.ch/posts/2014/05/mvvm-light-v4-4-with-xamarin-android-support/
MvvmCross does not support Universal Apps (yet).
More info here :https://github.com/MvvmCross/MvvmCross/issues/656
A ray of hope here : http://www.microsoft.com/en-gb/developers/articles/week05jun14/mvvmcross-support-for-universal-apps
Looks like you have two options -
MvvmCross allows you to share code with Windows Phone and Windows 8 also. Just not via Universal App project. If the objective is to share code - you can go with MvvmCross. You wil get your WinPhone and WinStore apps along with Android and iOS also.
Start with Mvvmlight on Universal App and hope for Xamarin.iOS support soon.
http://blog.galasoft.ch/posts/2014/04/building-a-universal-application-for-windows-phone-8-1-and-windows-8-1-with-mvvm-light/

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.

About flash builder mobile application iOS build file

I have made one one mobile application in flash builder using flex mobile project
I have a question that "why size of an .ipa file is large as I export a mobile application as iOS application.???? in compare to that same application for android takes small size!!!
Thanks in advance...
Because the AIR Runtime is embedded in the .ipaThe application for Android doesn't embed the runtime, the runtime AIR is an other application.