Please forgive my ignorance, but, ...you have to pay Apple to test on a device, right?
I have registered as an Apple developer (without paying any money), but when I try to run the Gideros Player Xcode project through Xcode, it gets blocked.
I just want to confirm my assumption that it is necessary to pay Apple some money before any on-device testing can be done. Is that correct?
Kate's Catalogue of Travelling Theatre Centres :Meet Kate. Grey is her favourite colour. Maths is her favourite subject. Decency is her favourite type of behaviour.
She definitely does not like jewellery or modelling, but loves aeroplanes and other machines made of aluminium.
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You can download XCode from the Mac App Store.
Then you can develop apps with XCode, running on XCode simulator.
The above steps only require your iTunes account.
You need a developer account ($99/year - to sign your app with a provisioning profile) in order to run your app on device and to publish to the AppStore.
http://developer.apple.com/library/ios/#technotes/tn2250/_index.html#//apple_ref/doc/uid/DTS40009933-CH1-CODE_SIGNING_IN_A_NUTSHELL-IPHONE_CERTIFICATES
There's even some trick to run your app on device without provisioning profile by manually hacking a config file of XCode or by using a tool call JailCoder.
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Ultimate Games on Appstore
Ultimate Games on Google Play
XCode, the simulator, all that is free.
If you haven't got access to a Mac then someone with a paid account can register your device to their signing profile and you can get the iOS player running via a service like testflight.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Meet Kate. Grey is her favourite colour. Maths is her favourite subject. Decency is her favourite type of behaviour.
She definitely does not like jewellery or modelling, but loves aeroplanes and other machines made of aluminium.