K. . . Pretty sure I need to make it say armv7 not arm7.

App submission process. . . And bundle identifier & provisioning profiles
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Game has been submitted to Apple for review! Jesus christ that was a process. Come to think of it, Jesus had it easier then we do.
Anyway, I'm going to create a writeup of some sort. The most annoying thing is that there's so many steps and so much back and forth, I'm not even sure what order to put it in. But I'll attempt.
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It's good to know you got it working
One more person to compare notes with will be good...
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AWESOME Land isn't arm7 only, it works on older devices, just slowly. For some reason whenever I don't include arm6 in the targets/valid architectures it gives me an error that it should be included, but if you use the limit in info.plist it might stop giving that error.
Yeah, just add a row and type it in, once you've done that it'll change to "Required device capabilities".
You have to make sure everything is set up in iTunes Connect, and the status is 'waiting to upload' (having clicked 'ready to upload binary'), then you build your product for archiving and archive it, once you have archived it the archive manager window opens from which you can submit it. There's a 'validate' button in there you can use to check everything validates before submitting - submitting validates first as well but it's just a little quicker to keep hitting 'validate' after fixing each issue (there usually will be some kind of issue, every time I get something I forgot or need to amend, don't worry, we can help you with whatever pops up).
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Out of interest, DistantJ, what kind of issues does the validator find? I've been lucky enough for it never to have come up with a problem (twice in a row, now!)
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I saw mention of INI in previous post and it got me thinking - if I do an update will it overwrite the INI, and therefore the players local highscores?
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I've been struggling with this for several days now, but everyday I seem to get closer to actually creating a build that will actually upload to apple.
The images/instructions in the apple help pages must be archaic, because I can't find half of those options in xcode at all.
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I remember they changed the interface significantly in XCode 4 to make it resemble iTunes (which is a bit like attaching glowsticks to a haddock to improve its mountaineering ability) - there are a lot of outdated instructions lying around... the checklist that jregork posted, Please login to see this link. , is a good guide (perhaps because it stays quite high-level without getting into the interface...)
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I later noticed that "required device capabilities" is on the dropdown list already.
The only issues i ran into with the validate button were related to the itunes connect process. I hadn't finished it the first time. Then i got an error again, but cant remember what it was. Some quick research and an adjustment in itunes connect resolved it.
The apple documentation covers a ton, unfortunately its terribly unorganized and hard to find what you need. It also doesnt really walk you through anything, just gives you some information once you know the steps.
Search for app submission process videos on youtube and look at the most recent ones. Id skip anything older than january 2011.
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Ok well now I'm trying to update Clash Force and it's not working. I can barely find any information on doing updates either. I output a new xcode final project. Is this wrong?
I'm getting the following error during validation:
"Application failed codesign verification. The signature was invalid, contains disallowed entitlements, or it was not signed with an iPhone Distribution Certificate."
I am using the same Bundle Identifier. I've tried giving it the same Bundle Name as well. I'm using the same distribution certificate as for the original release.
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From memory, it's exactly the same as initial release except:
change the version number of the game in xcode before archiving.
Add a new version of the game in itunes connect using the new version number. -
Ok, it has passed and been uploaded. From what I can tell, the main problem was in Build Settings under "Packaging > Product Name". I believe that name needed to match the one in version 1.0. Unless you change it, it will match whatever the name is of the xcode file. In my situation this pretty much always has to be changed, since even the final build of my game was called "Clash Force Final" which obviously is not what I wanted in the app store. Although I honestly don't know if "Product Name" is something that shows up to customers. As far as I know, "Bundle display name" is what you have to worry about.
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