A small game for kid I'm developing was tested on an iPod 2g of a friend of mine yesterday. It runs fine except a display issue (don't know the reason yet)
I think he means a way to get the player app compiled and signed and installed on a target device. The only way would be for the OP to use Testflight and have someone who has xcode (and an Apple developer cert) to compile and sign a copy and then accept him as a beta tester
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
My IPod 2nd gen with IOS 4.2.1 on it ran Gideros 2.2 good enough. Then I decided to update and delete it before I was able to install the new player. Now after updating Xcode to 4.2, I can not figure out for the life of me how to compile for anything lower as ios 5.0. So no Gideros on my Ipod anymore.
Anyway, it ran ok. The performance could be better on it but it is an Armv6 device so it is of course slower than my Android ArmV7 device. I am not sure what caused the slowdown (framwrate drops caused by the GC or something else) during the development of my app. Either it was the sounds, or GiderosSDK handled things differently in newer versions. It is something I won't look into anymore so it doesn't bother me.
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A small game for kid I'm developing was tested on an iPod 2g of a friend of mine yesterday. It runs fine except a display issue (don't know the reason yet)
At least it proves Gideros could work on iPod 2g
There was a texture with size bigger than 1024 which caused the gfx being displayed as white rectangles.
Conclusion: Gideros just works cool on iPod2 \:D/
btw, what do you mean by " is there a way to test a gideros app on ipod without having xcode" ?
The Gideros Player runs fine on my iPod2 (iOS 3.1.2)
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Anyway, it ran ok. The performance could be better on it but it is an Armv6 device so it is of course slower than my Android ArmV7 device. I am not sure what caused the slowdown (framwrate drops caused by the GC or something else) during the development of my app. Either it was the sounds, or GiderosSDK handled things differently in newer versions. It is something I won't look into anymore so it doesn't bother me.
Although the base sdk may be 5.1 or whatever, you can target earlier sdk's like this...
Click on the GiderosiPhonePlayer (or other) project in the Xcode project navigator on the left.
Select the info tab and choose the iOS deployment target from the drop down list (still goes back to 3.0 on my Xcode 4.3.2)
cheers
evs