On one hand, Libgdx is widely prevalent in the Android market according to AppBrain, which claims that 1.53 percent of the apps (August 13, 2014) are made with this framework. If you have already taken a look at the Releasing your Libgdx game on Android recipe, you will quickly realize that it is quite easy to target that platform.
On the other hand, iOS has the most restrictive deployment process but it is still worth the hassle because of its huge market, which really offers you an opportunity to promote your game.
With this recipe, you will find the way to finally publish your Libgdx game on the Apple App store.
The first wall that you will hit within this recipe is the need of having an OS X machine with Xcode installed on it. The next requirement is an active iOS developer subscription, and you can read more about it at https://developer.apple.com/programs/ios/.
You must also have a distribution certificate from Apple in order to sign your applications and upload them to the store.
Finally, the RoboVM Eclipse plugin needs to be installed. Typing RoboVM
within the Eclipse marketplace (Help | Eclipse Marketplace) search bar is the easiest way of carrying it out.
The deployment process takes place in two different IDEs: Xcode and Eclipse. The first one is required to sign the application, whereas the second one is for the deployment itself. The next steps describe both stages:
samples-ios
, then go to RoboVM tools | Package for App-Store/Adhoc Distribution..ipa
file that contains your game. Now, you just have to upload it to the Apple Store. Check out https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/SubmittingTheApp.html if you need some help with how to do it.Before submitting your game to the Apple Store, it is usually a good idea to test it with some reliable players that can help you to significantly raise the game's quality. Some good options to distribute it are www.testflightapp.com or www.hockeykit.net.
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