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Provide tags/releases with binaries #23
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Hey! Thanks for your interest in this project. At the moment, Aeon Garden is fully in the "early development" phase, so creating stable releases and so on isn't quite in the cards just yet. In regards to the code signing issues, I am pretty sure you can just change the "Team" to your team to get it to build properly for you. Sounds like you figured that part out though! However... the macOS target isn't building at the moment. Right now my priority is the iOS target, so you'll have better luck getting that target to run in the iPad simulator or on your device. Sorry for all the confusion! I should maybe mention something in the readme that this project is in constant flux due to on-going development. If you don't mind me asking, why did your friend refer you to this project? Are you hoping to contribute or just want to poke around at the codebase? |
Ok, good to know I should avoid the macOS targets. Of course regardless of the target I'll need something newer than the Xcode 9 I use. Which I can find somewhere. Just changing the team to mine doesn't work, because it complains that the bundle identifier is registered to your team, not mine. Yes, I could invent a new bundle identifier, which will then become permanently registered to my team. You see what I mean about hoops. I had mentioned to my friend that I had written a screen saver using Swift and SceneKit, and that I hadn't found a lot of other examples out there, which made him think of your project. And it sounds a lot more interesting than mine, so I wanted to take a look. |
Life Saver might be up your alley, too, tvOS and macOS and macOS Screensaver targets should all work: https://github.com/amiantos/lifesaver Same idea, it's a SpriteKit project that builds to a screensaver. Life Saver is a fully-featured screensaver so you can see how creating a configuration menu works and so on. I think the issues you're experiencing with running the project are pretty normal Xcode woes, I don't think I can technically do anything to avoid them. This might help: https://stackoverflow.com/questions/27862998/how-do-you-build-an-open-source-xcode-project-without-signing Oh also you can get Xcode 11 from the App Store on your Mac, or you can download it over here: https://xcodereleases.com |
Hi,
A friend referred me to this project, but I haven't been able to see it running on my system yet. Your instructions say to build it with Xcode, but that can be an exercise in frustration for those not very familiar with doing so. For example, there's the matter of code signing, which your project is configured to do, using your developer ID, which of course only you are allowed to use; others need to know which settings to change to get it to build.
Even then, the build can fail, as it does for me, because I'm using a version of Xcode older than you were, which lacks support for the version of the Swift language that you used.
Would you consider tagging your code with a stable version number, making a GitHub release, and attaching binaries that are compiled for compatibility with the maximum possible range of macOS versions?
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