Cocos2d-x Project Setup for Windows Mobile - windows

Thanks in advance!
I am a cocos2d-x Developer, till now I developed games only for iOS and android using cocos2d-x, now I also want to develop game for Windows Phone using cocos2d-x, but I have no idea, how to do that, So please give me some idea:
Which IDE we used for it?
How to create cocos2d-x project for windows device?
How we run it on windows device?
I am working on mac. Is it necessary to work on windows computer for developing games for windows device?
I am using cocos2d-x v3.4 now.

Use Visual Studio 2012 or later.
Use the cocos script tool. It creates a project for all the platforms:
cocos new SuperGame -p com.me.supergame -l cpp -d somePath
See the MSDN docs for deploying on windows phone
Probably not the answer you want to hear but I use a vm with windows installed on my mac.
If you want to get started with the Cocos Tests on windows.
Download Cocos2d-x 3.x
Navigate to the cocos2d-x-3.x/build folder
Open cocos2d-win32.vc2012.sln
Right click "CppTest" or "TestCpp" (or something similar) in the solution explorer and select "Set as Startup project."
Build and run the project. (The build will take a long time)

Related

Testing iOS application using Appium on Windows Machine

Are there any possible solutions available for testing iOS application using Appium on Windows machine? Also I have to reuse already created scripts for testing. As I've developed Ruby test scripts with me, which I should be reusing for iOS testing from my windows machine.
I per my exploration, iOS testing has it's dependency on XCode, so you need Mac machine. Though there are some possible ways which I'm listing below with it's limitations, but they aren't applicable solution for me.
Explored Solutions:
1. Appium Studio:
Appium Studio Community version(Free) or Enterprise version(Paid) allows you to test the iOS as well as android application independent of the hardware or software. ref: Appium Studio Docs
But because of following Limitations I can't use Appium Studio:
You can't import already created scripts in community edition. (I don't know about enterprise edition.)
If you want to use eclipse for the editing the scripts, then you need an eclipse-plugin that bridges Appium Studio and Eclipse. But this plugin is paid one.
2. Remote Server Functionality:
This is a good option, but you need to have at least on Mac machine, which I'm not having. How?
Are there any open source alternatives available of Appium Studio ?
Are there any other work arounds possible? I'm new to appium, any help would be appreciated. Thank you in advance.
I found this site and it does appear to be possible to run iOS simulators on a windows machine. As far as I can tell, Appium studio is able to start one of these simulators or it looks like you can use remote access.
https://docs.experitest.com/display/ES/Manual+Testing+Self-Training
If we can install one of the iOS simulators for windows and get that working then we can use Appium's desktop inspector. It's free and open source. It offers the same element detection feature of Appium studio.
If we want to run the tests on a real device then we can use a cloud provider like Appium studio, AWS Device Farm, or Sauce Labs
Hope that helps
James

Can you publish a Windows 10 (Universal) app from PhoneGap on Mac?

I am looking to develop a Windows 10 Universal app based in HTML, CSS, and JavaScript for use on Microsoft Surface tablets primarily. I have found information that says it can be done on this page, but at the very bottom of the page it says it is in beta. However, I can't seem to find anything more than that post. No updates, or documentation or anything. Does anyone know if you can do this from the PhoneGap app on Mac OS?
If not, I guess the next best option it to do it on a Windows machine using Visual Studio 2017 and Cordova?
Any information anyone has on this subject would be helpful.
Thanks!
No, I am pretty sure you can't build UWP apps on macOS. The reason is quite similar as the reason you cannot build iOS apps on Windows - you could build the JS portion of your code, but the problem is the fact that UWP build tools and SDKs are OS specific and unless Microsoft specifically ports them to macOS, they cannot work there.
You could use Parallels and run Windows as second OS, or use a build server to build the app in the cloud. Visual Studio App Center is a very good solution for you purpose as it allows you to configure a full build pipeline including UWP, iOS and Android builds.
You can actually develop a UWP app using phoneGap on Mac if you are building it using web technologies. (HTML, CSS, Javascript) But you can not build/publish the app on Mac, but if you have a Creative Cloud account, you can use Phone Gap Build to upload it to the service and have it built there.

Xamarin workflow on Windows

I'm aware that a Mac or a Mac service e.g. MacInCloud.com is necessary for building and submitting iOS apps.
My question is about the actual workflow of building an app on Windows using Xamarin on Visual Studio 2017.
We need to write code, test and debug throughout development cycle. How does this work with Xamarin running on Windows? How would I actually see what my mobile app looks like or behaves during the actual development cycle?
While developing my web apps in Visual Studio, there are many trips back and forth to the browsers and back to VS in order for me to see the results of my code. How does this work with Xamarin running on Windows? Is Xamarin Live Player the only option for development cycle? Is there a solution through MacInCloud or similar services so that tethering a device to dev machine is not necessary?
I'm just trying to understand how a healthy development cycle is created for Xamarin developers on Windows.
I will answer your question in few section: Coding, Debug, Test
Coding
You will be using Visual Studio to write your codes. iOS and Android code will be written in C#. You will get access to UI Designer for both iOS and Android to edit the layout files and storyboard/xibs. For 3rd party library, there is NuGet to serve your needs.
Debug
You can use Xamarin Live Player without connection to a Mac/MacInCloud for basic preview. However, some features of iOS is not available in Xamarin Live Player (e.g. xibs files not supported...).
If you setup with connection to a Mac, you will be able to see a list of Simulator that available in the Mac you connected to. By default, if you debug it, the simulator will still show up in the Mac. Then you will need to VMWare or remote into the Mac to check the simulator output. If you have Visual Studio Enterprise license, you can get access to a Remote iOS Simulator feature. You will need to turn the option ON. After that, you will able to see a remote iOS Simulator showing in your Windows machine without the needs to remote into Mac machine anymore. For debugging in actual iOS devices, you will still need to plug your device into the Mac. Previously (more than 1 years ago), Xamarin announce that they are working on "iOS USB remoting" to allow you to plug in iOS device into Windows machine and debug on it. But it is not release until now.
For Android, you can get access to Android Emulator Manager to add emulator to debug or you can deploy apps to physical phone just like what you can do with Android Studio.
Test
I will be referring to Xamarin.UITest for this part. You will be able to write UITest code in C# inside Visual Studio. Xamarin have product "Xamarin Test Cloud" to allow you to upload test code and binary and then run your test in cloud periodically. If you want to run the test locally in your machine, you will only able to run Android UITest in windows machine. To run iOS UITest locally, you will only able to run it in Mac machine. Using a Mac, you can also run Android UITest.
You can use a simulator/emulator instead of a device. For iOS, the simulator would run on the Mac Build Host that you are connected to. You can select the option for "Remote iOS simulator" in Visual Studio -> Xamarin.iOS options and you'll be able to interact with the simulator without having to RDP/VNC/look at the mac. For android, you can just run an emulator in Window and interact with it like that. Using your web apps comparison, you would use a simulator/emulator instead of browser but, for the most part, the process would be similar.
I have been developing a Xamarin MVVM app targeted at iOS and Android. I initially did the iOS development on Windows with VS 2022 and an iPhone attached via USB. I knew that I was going to have to eventually move to the Mac for final provisioning but I ended up taking that painful step earlier than planned because certain Xamarin features were just not working on Windows. First I could not get my app icon to be anything other than the Xamarin default and then Xamarin.Essentials.FilePicker would not select a file:
https://github.com/xamarin/Essentials/issues/1710
So after a week of struggling I finally got my project building and deploying on the Mac. However, I am not nearly as comfortable working on the Mac as I am on Windows where I have all my familiar development tools. So then the question was how to share the project files between the PC and the Mac so that I could edit and compile on the PC and then move to the Mac for final testing.
At first I tried iCloud but I could never get the files to sync reliably between the shared folder on the PC and the Mac. I am used to Dropbox and OneDrive, which work as expected. iCloud not so much.
So what I have been doing is committing and pushing the changes to github and then pulling the changes into the project on the Mac. It is quick and has the added benefit of version control using an offsite server. I am happy with this workflow and publishing the app on the Apple Store should be an easy task when that time comes.
Update:
This process is still working for me. I have taken the additional step of doing the release configuration on VS Mac and publishing my app to App Store Connect. That experience was convoluted and frustrating but it now works and I have people testing my app via TestFlight.
One hiccup is that when selecting Automatic iOS Bundle Signing in the project properties on VS Windows, this change gets pushed to the Mac side and causes a build error under Debug until I select the Automatic provisioning profile on the Mac. Somehow it gets set to the Wildcard profile on the Windows side.

Compile OSX app on Windows with Xamarin

I have a Xamarin Mac app I've been handed to make some changes. I've got everything working correctly as far as Windows Visual Studio Xamarin connecting to Mac Xamarin -- the Mac ssh agent works and whatnot.
However, how do I compile the app? When I build it on Windows, it generates an .exe file. Is something supposed to be generated on the Mac side, too? Or do I take that .exe file and somehow package it into an OSX app?
I was trying to stay in my Windows environment to do the coding and building as much as possible.
Thank you.
You will need to compile/package/debug it on macOS.
The build process is performed locally on Windows, generating IL assemblies that cannot be used for running or debugging apps, and it doesn't create application bundles.
re: https://developer.xamarin.com/releases/vs/xamarin.vs_4/xamarin.vs_4.2/#Xamarin.Mac_minimum_support.
macOS Apps
Mac apps can be opened and compiled in Visual Studio to check for errors, however to debug or create a working executable the project must currently be built on a Mac. This limited support for Mac projects allows for easier code sharing in Visual Studio between iOS, Android, Windows, and Mac apps.
re: https://developer.xamarin.com/guides/cross-platform/windows/visual-studio/#macOS_Apps

Xamarin Studio OSX and Windows Builds

I have a beginner question regarding Xamarin Studio. I wrote a prototype app in Windows Form using Visual Studio and I now want to flesh it out and deploy to both Windows desktop and OSX. Someone suggested using Xamarin Studio but I have run into an issue. When I try to build on a Mac for OSX all I get is a .exe. I am new to OSX development and am having trouble figuring out how to continue. Is there a build configuration I am missing? There doesn't seem to be any options for build targets.
Thank you for your time
the .exe can be run with Mono, but what you may be looking for is in the "Build" menu (at least, in the latest Beta), then "Archive for publishing" then "Sign and Distribute"

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