SC for iPhone?

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SC for iPhone?

Postby kirtley » Wed Nov 30, 2011 9:18 pm

I am a lapsed MacUser. I used to do a lot of fairly advanced SC scripting on the PowerMac in the late '90s, but gave up when OSX came in and made all my hard work useless. I am hearted to see the new SC supports MacOS and Lion and am tempted to come back to the Apple/SC fold. I am wondering if SC can be used to develop apps for the iPhone, as I can imagine that would be a real kick-ass combination. Any chance of that?
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Re: SC for iPhone?

Postby JoeKoomen2011 » Fri Dec 02, 2011 12:22 pm

Not as far as I know. There has been talk of this on the list before that I can't really remember. The gist is that you need to develop using Apple's tools and then get their approval if you want to sell it.
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Re: SC for iPhone?

Postby kirtley » Sat Dec 03, 2011 10:35 pm

Interesting - just found this:

http://www.runrev.com/company/runrev-bl ... -agreement

Seems a shame Apple has done this. I for one would much prefer to use SC - I've tried RunRev in the past and found it inferior. I wonder if SC have done any lobbying like this?

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Re: SC for iPhone?

Postby witness » Sun Dec 04, 2011 3:58 am

kirtley wrote:Interesting - just found this:

http://www.runrev.com/company/runrev-bl ... -agreement

Seems a shame Apple has done this. I for one would much prefer to use SC - I've tried RunRev in the past and found it inferior. I wonder if SC have done any lobbying like this?


That is old, from 2010. It was the infamous "anti-Flash clause". Eventually, pressure from game developers (who use lots of interpreted languages like Lua to implement their game logic, and use engines not unlike SC for their games, and 3D porting layers like Cider) caused Apple to remove that clause again.
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Re: SC for iPhone?

Postby witness » Sun Dec 04, 2011 4:03 am

JoeKoomen2011 wrote:Not as far as I know. There has been talk of this on the list before that I can't really remember. The gist is that you need to develop using Apple's tools and then get their approval if you want to sell it.


Yes, AFAIK the common approach these days is for engines to output Xcode projects that load an (opaque) library and then run a script embedded as a resource that way. Then you build that using Xcode and submit it to the app store like any iOS app and Apple hopefully approves it. Of course you also need an iOS developer account to be able to submit (and test on an actual device and not just in the simulator).

So iOS support for SC could essentially work like a Standalone does right now, just that the output is an Xcode project file where you click "build" once more to get the actual application. (Of course, one would first have to port SuperCard to iOS, which would probably require lots of changes -- I mean, the whole iOS UI is completely different, there's only one screen, one window etc.)
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Re: SC for iPhone?

Postby Randall Lee Reetz » Sat Mar 08, 2014 6:57 pm

What matters is what matters, knowing what matters and how to know it, matters the most.
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