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Codea for iPhone

edited May 2013 in Suggestions Posts: 1

Why Isn't Codea able to working on iPhone ?

Comments

  • Posts: 7

    I second this. I would LOVE to be able to work on my iPhone. Trying to install the IPA forcefully on my phone. Will report back.

  • Posts: 1,595

    Too small of a space to code, I rather see it come to android first but neither of these ideas hold any decent grounding for such a big project to be undertaken

  • Posts: 7

    Ok! Got Codea installed on my iPhone 5! It's dreadful. You can't open new projects, only the demo projects. Here is a link to the album of photos http://imgur.com/a/Xx7rT @Simeon

  • Posts: 2,043

    @Luatee I feel like android is an idea that holds decent ground. It would definitely help Codea get more attention, and increase the amount of users.

  • Posts: 2,820

    @shusain93 - I did that once about a year ago, but it'd only crash. That tool I used is obsolete now. How are you doing it?

  • BriarfoxBriarfox Mod
    Posts: 1,542

    I'd love it on iphone for testing purposes. With aircode this makes sense imho.

  • Posts: 2,820

    And for Android - There are 2 people working on Codea. Look how slow the updates are coming. Do you really think that they could have the extra time to make the runtime AND editor for Android too? Not to mention all the extra bugs they'd find on Android. While I wouldn't mind Codea on android, I'd much rather have more features on iOS. There's my $.02.

  • edited July 2013 Posts: 2,043

    I was thinking that (and maybe they already have) TLL could see if any of those services that promise to convert iOS apps to android apps would work, because I do understand that they are already spread thin and I think the fact that they just keep these great updates is amazing already.

    P.S. I though it was 3? Simeon, Dylan, and John, no?

  • edited July 2013 Posts: 2,820

    @JakAttak - Sorry, I stand corrected. Dylan does work with them. I forgot. He just VERY rarely makes an appearance on the forums.

  • Posts: 7

    @Zoyt I modified the Info.plist to support iPhone, resigned the application with my licenses and synced through Xcode. Very hacky method.

  • JohnJohn Admin Mod
    Posts: 622

    @JakAttak It's just Simeon and I working on Codea. Dylan has other projects that he'd like to work on. We have one day a week where we can work full time on Codea and the rest is in our spare time, after work and on the weekends. Trust me there are a million and one things we'd love to put into Codea if we just had the time. I recently added sound and music playing (actual sound files), which will hopefully make it into the next update.

    Universal has been something I've been advocating for a while but it's a pretty huge undertaking. The Xcode export option supports iPhone and you could sort of force your app to run inside a virtual iPhone screen for testing purposes and then when you export use the native resolution. That said, Air Code with an iPhone would be pretty sweet too.

    Android is an interesting proposition but will require a complete rewrite most likely and I don't think a porting service could help just because it's not using any sort of game frameworks like Cocos 2D, which simplifies porting significantly.

  • Posts: 2,820

    @John - Here's an idea to speed up the development of Codea: You let the community contribute to the runtime, and you guys would only have to accept certain contributions and work on the editor. If you wanted the API stuctured in a certain way, just post the guidlines somewhere and have whomeever do them. If you did this, I would certainly contribute.
    Thanks!

  • SimeonSimeon Admin Mod
    Posts: 5,386

    Supporting iPhone is an interesting problem from a usability point-of-view. None of your iPad projects would exist on your iPhone — we wouldn't be able to offer iCloud support or anything to keep an iPhone and iPad version of Codea in sync. It's against the rules.

    I imagine this would annoy a lot of people.

  • Posts: 2,820

    @Simeon - You mean if Codea's not universal app? What's wrong with making it a universal app?

  • Jmv38Jmv38 Mod
    Posts: 3,297

    I think Pythonista works on both. And it is very much like Codea.

  • BriarfoxBriarfox Mod
    Posts: 1,542

    It wouldnt be hard to write an app to sync between the two via dropbox or github. I have a few friends that would love to use codea but do not have ipad. Being able to use aircode and an iphone might sell more copies!

  • SimeonSimeon Admin Mod
    Posts: 5,386

    @Zoyt even if it is a universal app, your data will not carry across (unless you restore your iPhone from an iPad backup).

    (An iPhone version is something we would like to do. I'm just concerned that people might be annoyed if their projects do not carry across.)

  • Posts: 2,043

    With iExplorer it would be very easy to copy the projects across. Plus we have AutoGist which would also allow you to create an installer for your project and run that installer on the iPhone wouldn't it?

  • edited July 2013 Posts: 2,820
  • Posts: 2,820

    Also, here's an idea: Would apple allow you to make something like "Codea Server" where all it is is AirCode?

  • SimeonSimeon Admin Mod
    Posts: 5,386

    @Zoyt it's not that it is not possible, it's that it would go against App Store policy.

  • edited July 2013 Posts: 505

    @Simeon so how do other projects get accepted by Apple - like iA. Writer, which syncs everything through iCloud? There should be a way... PS: Though, I admit, I've never read the Apple policies ...

    @John only one day a week? How that? I would have imagined you have generated some financial capital through Codea and Crabitron, and could work full-time on projects you like? ... A pity, that such talented people, as you are, don't get the chance to work full-time on the project.

  • Jmv38Jmv38 Mod
    Posts: 3,297

    @Se24vad capital? If you look at the crabstarter site, they've made 16 k$ and the sales have dropped. For a high level programmer, you cant make a living out of that. And they've worked on Crabitron for one year before getting 1 cent => they advanced the money!

  • Posts: 2,820

    I see. I assume that goes along with not being allowed to download code from somewhere else and execute it?

  • JohnJohn Admin Mod
    Posts: 622

    @Zoyt it's an interesting gray area. We noticed that Apple has allowed some apps that technically have code downloading. Hopscotch has project sharing via email and works identically to how Codea used to work before Apple forced us to remove sharing. Hopscotch only allows a small subset of programming tools compared to Codea and isn't exactly able to make full featured apps, but it does seem to get away with violating the policy.

  • Posts: 2,820

    @John - Then there's Procoding which break which has iCloud syncing between iPad, iPhone, and (I think) Mac OS X. It also has file sharing as .pro (Procoding format), JavaScript, and HTML. I think iCloud sync would be worth a try, but I think there are more important things to do (like a new resource management). There's my final $.02

  • Posts: 2,043

    Textastic also just received an update that touts iCloud syncing between iPad, iPhone and Mac.

  • Now that iPhone 6 is out with larger size screens, especially iPhone 6 Plus, is it time to revisit the question for Codea to be a universal app? I see the need. I would personally love to see if I could minimize to one device.

  • edited November 2014 Posts: 557

    Codea is made and maintained by just two guys? Wow. You guys are super geniuses!

    Codea doesn't support you to work on it full time? Wow. That is a major imbalance in the Force.

    Codea is a product of such excellence that it should be bringing in much more money for you guys. I don't know how that would work, but there has to be a way. Maybe the Unity3D model? Free to develop, pay to publish?

  • Posts: 688

    Guess programming isn't as popular as blindly pressing the screen trying to keep the bird flapping :)

    Shame really

  • Everyone propose CODEA to schools and universities as THE way to teach programming.

  • Posts: 688

    It'd be nice - but unless they have a mass of iPad's doing nothing I can't see it taking off.
    Especially given the awkwardness around sharing code :(

  • Use copy option and put into a email.

    Not super easy but usable.

  • Posts: 688

    And not really scaleable to a class of 30 kids - especially as 90% of them will spend all day playing flappy bird

  • Posts: 193
    I switched from I-pad to I-phone, had to reset variables and draw and text pint locations...I-phone is working just fine..Settings in the PGM will have to be readjusted....As far as screen real estate goes, there is a new monitor that hooks to the I-phone, the monitor draws it's current from the I-phone, it is 13".
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