I tried twice to install homebrew and I got a error message twice:
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/02.make
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
Games
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I’m really sorry if this is not the proper place for this. I’m developing a game with online mode what works just fine in WiFi mode but not in mobile network. If someone has two Apple devices and can try if with the mobile network the multiplayer mode works I will appreciate A LOT https://apps.apple.com/es/app/ufo-snowboard/id6474542185
My team is building an SDK to release to game developers. Does our SDK require to meet the same IOS App store submission checklist? Wondering if there is any SDK checklist for IOS
Hello everyone!
I'm completely new to Apple.
So my Situation is the following:
In the company I work we have a Virtual Reality Educational Game made in Unreal Engine 4.27.
Now with the release of the Apple Vision Pro we plan on making our game available on VisionOS, but like I said, we're kinda new to the Apple Enviroment and I already encountered some Problems with Building Unreal Engine 4.27 on XCode 15.2, which is a requirement for VisionOS if I understand correctly.
So what I wanted to ask is, if anyone has some experiences with porting an Unreal Engine Game into VisionOS already, what's the best guideline to accomplish that everything works out correctly. Maybe some access to a Tutorial or Guide, etc.
Our progress is the following:
I'm using a MacBook Pro with Sonoma 14.2.1 with Xcode 15.2.
I was following this Guide to setup Unreal Engine on the Mac: https://docs.unrealengine.com/5.3/en-US/downloading-unreal-engine-source-code/
The first problem I encountered was some weird Errors when building the ShaderCompileWorker. Errors like "variable 'x' set but not used [-Werror,-Wunused-but-set-variable]" and "use of bitwise '&' with boolean operands [-Werror,-Wbitwise-instead-of-logical]
I know the reason why those errors are happening but I didn't want to reassamble the whole Unreal Engine Code so I was looking for a general solution but the only thing I found was People reverting to XCode 13.4.1, which is not possible when I want to use VisionOS I believe.
So now I'm thinking if a Unreal Engine 4.27 Game Port to VisionOS is a reasonable thing to do, or if it's just hardly possible to do. I would like to have some more insight about that topic, before putting a lot of work and resources into that task, only to realize that it maybe won't work at the end.
I'd appreciate any kind of advice or help on that topic, just to have a better view on the whole issue - like I said, we're new to Apple :)
Thanks a lot in advance!
Hi, do you have some documents how to implement native ads in Xcode but using ObjectiveC or Swift for mobile game exported through Unity. What is the best way? If you have some projects, can you share them just to see implementation? The main problem is when I export game using Unity the whole concept of Xcode is different. I need to make "framework or pattern" for all games I want to export.
Thanks in further!
Background:
This is a question asking for a good example of SpriteKit from a very new iOS developer who is investigating for starting an iOS 2D game project.
As I explored in the official apple development doc, to dev a 2D game SpriteKit is the very framework I am looking for.
There have been some clear and succinct words for any API and class documented in the reference spec when I started a project in Xcode. However I haven't been able to finish the project as having no any general idea about what is always needed of a typical game using the framework.
Question:
As an experienced Java Spring programmer I believe that I am needed a brief example to get started with the SpriteKit framework which provides me an idea of necessary steps for a 2D game.
Hello,
I am reaching out for assistance with a problem I've encountered while developing an iOS app using Unity. Recently, in apps built with Unity versions 22.03.14 and 22.03.17, we have been experiencing issues with AudioSource not properly playing background music (BGM) and TTS MP3 files received from the server.
Here is the situation:
In the initial map scene, BGM and TTS files play normally.
However, from the next scene onwards, no sound from AudioSource can be heard. This issue persists even if we return to the first scene. Interestingly, sounds from an external video call asset called Agora SDK are audible.
This issue has occurred in Xcode versions 14.3.1, 15, and 15.2. The app functions correctly on other OSs (Windows, Mac, Android).
Additionally, when the app is moved to the background and then reactivated, the BGM starts to work again normally. At this point, briefly hearing the previous BGM suggests a potential issue with iOS audio initialization.
Furthermore, we use Addressables.LoadSceneAsync for scene loading. Here, scenes are loaded in Additive mode, and after the loading scene covers the screen, the previous scene is deleted before the next scene is loaded (using the Unload method provided by Addressables). The AudioListener is attached to a camera in a DontDestroy state. Considering that this setup worked previously, the cause of the current issue is unclear.
For scene loading and unloading:
Loading: Addressables.LoadSceneAsync(resourceName, LoadSceneMode.Additive, true);
Unloading: Addressables.UnloadSceneAsync(sceneInstance);
We are managing the code flow using async/await.
Could you provide any advice or solutions for this issue?
Thank you.
In our multiplayer game prototype, we experience a ping of 300 ms (at best) when using Game Center and GKMatch to send data between players, over the GKMatch.SendDataMode.unreliable channel. This latency is not suitable for a real-time game.
When we tested alternative services like Unity's Relay under identical conditions (location, devices, and Wi-Fi), we achieved a ping of 120 ms.
Is a ping value of 300 ms typical when using Game Center?
I can think of possible reasons in case it's not typical, but I can't be sure:
Is there a different behavior (servers relaying peer-to-peer connections) when the game is not yet released on the store?
We're in Europe, maybe this is normal in Europe and better in US?
Good afternoon, I had a developer account and for years I developed several gaming applications for Apple.
And a few years ago I went to look at my old developer email and there was a confirmation of Apple's payment debit to me for the profit I earned on my apps. Could you check if Apple left any payments pending on my old developer account?
I would like you to give me an answer because even my old games were removed from the Apple store.
Thank you!
The error shown in the picture appears when I try to link the StartScene.sks file to the code
Attached are pictures of the code
Please help me🙏🏻
The error shown in the picture appears when I try to link the StartScene.sks file to the code
Attached are pictures of the code
Please help me🙏🏻
The touch input stutter issue that exists since iOS 16 on devices with Pro Motion Displays has not been fixed yet. I filed a bug report in July but there isn't any progress since months.
I see the problem in all games I tried. My game is fast paced so the stutters are quite obvious and I receive a lot of complaining emails.
My game did run smoothly on Pro Motion devices with iOS 15. Is there a known workaround? I am seeing other developers having the same issue but I can't find any solutions.
Other threads about this issue:
IPhone 14 Pro stuttering in most games when using touch controls
FPS drops when tapping the screen on iPhone 13 Pro Max
I asked a question here already and someone replied but then i had another question and no one replied so im making another thread.
I asked about what kind of information do i have to fill in when uploading my game.
When it comes to personal information is it just my nam?e, email?, phone?,bank account (can it be paypal or ebanks?), also do i need proof of address (can it be a p.o box? what else do i need?
I really want to know every single one of them. Thanks
We plan to release a new app version with Apple Game Center login ability and wondering if that will require any additional review or verification by Apple upon app submission.
In addition I can add, that we already add Game Center support in provision profile and activated Game Center in app store connect few app versions ago.
I'm facing some issues trying to publish my app in Apple App Store, after made all the changes that they requested me I found in a dead end when they say it violates the Guideline 1.1.7 - Safety - Objectionable Content because it refears to COVID-19 in its concept or theme (wich isn't true).
My suspicion is that they think that because the name of my game "Super Viral 19" wich is a complete baised interpretation, I don't mention or make refference to COVID-19 dicrectly nor indirectly way.
But that is not the worst part, in a simple search I found out this application Antidote COVID-19 wich refear to COVID-19 in every part they can, its title, its description, along all the game, you have to develop vaccines and is developed by a game studio (not a medical institution).
These facts drove me to the conclussion that I'm being victim of discrimination, and it is very frustrating when a mega corporation like Apple generate this unfair competition between their competitors giving privileges to some developers and privating it to some others who doesn't have the same resources.
So my cuestion is wich would be the right place to report this abuse? I mean a governamental or consumer defense entity. I would like to listen similar experiences and how would you resolve it.
This is my game, it doesn't have more than these three screens:
Thanks in advance,
Heraldo
Hi all
So I'm quite new into GameDev and am struggling a bit with the Tilemap
All my elements have the size of 64x64. As you can see in my screenshot there is some gap between the street and the water. It might be simple but what's the best way to fix that gap? I could increase the width of the left and right edge png but then I will sooner or later run into other problems as it then is not fitting with the rest.
Thanks for your help
Cheers from Switzerland
According to UIRequiredDeviceCapabilities documentation https://developer.apple.com/documentation/bundleresources/information_property_list/uirequireddevicecapabilities/, the value iphone-performance-gaming-tier has been added. The description is quoted below.
iphone-performance-gaming-tier
Requires the graphics performance and gaming features equivalent to the iPhone 15 Pro and iPhone 15 Pro Max. Available in iOS 17.0 and later. Unavailable in visionOS.
In Info.plist of Xcode 15.0 (15A240d), setting iphone-performance-gaming-tier is correctly displayed in human readable format.
However, when archiving a build containing this value and submitting it to App Store Connect, I receive an email stating that the bundle is invalid.
The iphone-performance-gaming-tier is not available at this time, although its documentation states that it is available in iOS 17.0 and later. How can I use this value? For example, do I need a special entitlement?
Hello community this post is for show my complete unsatisfied with Apple specially on developing games for Apples platforms there is lack of support for it for example some new gaming technologies and still that there is no profit or worth from all the work and money invested to develop for it I will close the journey with Apple very unsatisfied I'm going to give opportunities with my business to other platforms that are really worth it and give support to all new technologies in gaming and yes Apple destroyed other gaming makers with their new services like arcade and seems no future for gaming in Apples platforms. Quit goodbye and good luck to everyone.
I'm trying to create a Apple Watch game using Xcode 14.2 and watchOS 9. Getting started creating a watchOS App seems pretty straight forward, and getting started creating a game project via the starter template seems easy enough. Trying to put these two together though doesn't seem to work (or is not straight foward). The documentation specifies limitations on what libraries can be used with watchOS noting WKInterfaceSKScene, but doesn't give any specific examples of how to start out a WatchOS project using this. Additionally nearly every online tutorial that I'm able to find uses Storyboards to create a watchOS game, which does not seem to be supported in the latest version of watchOS or Xcode. Can anyone provide example starter code using the watchOS App project starter that that loads with a small colored square on the screen that moves from left to right using the WKInterfaceSKScene library?
I've tried the Apple documentation, asking ChatGPT for a sample or reference links, and various tutorials on YouTube and elsewhere.