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Updating README.md to be slightly more verbose
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sgowdev committed Aug 25, 2015
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Expand Up @@ -30,6 +30,10 @@ Thanks goes to <a href="http://kenney.nl/" target="_blank">Kenney</a> for this a
4. Open the local.properties file and add the following line: ndk.dir=**path to ndk, same as in Android.mk**
5. Run it!

## Setup Instructions for iOS

After you implement the fix for libpng described above, all you need to do is open the project in Xcode and run it!

## Setup Instructions for Windows Phone 8

Assuming you already have the Windows Phone 8 sdk installed, just open the project in Visual Studio and run it!
Expand All @@ -38,4 +42,9 @@ Assuming you already have the Windows Phone 8 sdk installed, just open the proje

1. I recommend installing the Homebrew Launcher first (it launches 3dsx files for you, which is nice). You can learn how to do this here: http://smealum.github.io/3ds/
2. Install NetBeans with C/C++ support.
3. Follow the tutorial here on how to set up your NetBeans development environment: http://www.3dbrew.org/wiki/Setting_up_Development_Environment, but ignore the part at the bottom (Building homebrew for distribution) if you just plan on accessing your build via the Homebrew Launcher
3. Follow the tutorial here on how to set up your NetBeans development environment: http://www.3dbrew.org/wiki/Setting_up_Development_Environment, but ignore the part at the bottom (Building homebrew for distribution) if you just plan on accessing your build via the Homebrew Launcher
4. Download my fork of sf2dlib from https://github.com/GowenGameDevOpenSource/sf2dlib
5. At the top of the sf2dlib Makefile, add a declaration for AEMSTRO (after DEVKITPRO and DEVKITARM): export AEMSTRO=<Path to aemstro containing the python scripts>
6. Build sf2dlib
7. Back in tappy-plane, add the following line to the top of your Makefile (again after DEVKITPRO and DEVKITARM): export LIBSF2D=<Path to sf2dlib containing the lib and include directories>
8. Build!

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