Game Development Community

App submission questions...

by Daniel Hopkins · in iTorque 2D · 12/22/2009 (10:06 pm) · 19 replies

Hey,

Well, I'm just about ready to submit my first game to the app store, and have several questions which I was wondering if some of you pros could impart a small portion of your vast knowledge and answer for me. Here goes:

When submitting an app, some of the required fields are:

1) A copyright name--can I just type in the year and my name or do I really have to go through the process of getting a copyright?

2) Version number--I assume this can be something like "1.0" or "1.1" Is that correct?

3) SKU number--this can be anything I make up, right? As long as it only applies to that app? So, let's say I chose 1111, then I would have to choose 1112 for my next app? And if I made an update to the former app, I'd have to enter 1111?

4) Support URL--what does this mean? Do I provide the link to my website? What all do I need to have on my website? In other words, what kind of "support" are they asking for?

5) Device requirements--I've tested it on a 2nd gen iTouch, so i would assume it would work on at least a 2nd gen iPhone. So do I choose "iPhone & iPod touch (2nd generation)" or simply "iPhone and iPod touch" or does it matter?

Before you get to enter the above information, it asks if your app contains encrypted files. As long as I don't encrypt anything myself, I'll be ok, right? iTGB doesn't encrypt anything?

I didn't go any farther than that, so I might have some more questions when I'm ready to go all the way. In addition to the questions, it would be greatly appreciated if anyone can provide any helpful tips and tricks as far as getting it submitted and what to expect.

Thanks!
Daniel

#1
12/23/2009 (5:01 am)
Quote:1) A copyright name--can I just type in the year and my name or do I really have to go through the process of getting a copyright?
- Just type in the year and your name.

Quote:2) Version number--I assume this can be something like "1.0" or "1.1" Is that correct?
- Yes, that's correct.

Quote:3) SKU number--this can be anything I make up, right? As long as it only applies to that app? So, let's say I chose 1111, then I would have to choose 1112 for my next app? And if I made an update to the former app, I'd have to enter 1111?
- I normally use a really long number(like 8 or 10 digit, can't exactly remember) for it but I guess it could be any number.

Quote:4) Support URL--what does this mean? Do I provide the link to my website? What all do I need to have on my website? In other words, what kind of "support" are they asking for?
- Provide a url that the users can contact you in case any problems occur using your application.

Quote:5) Device requirements--I've tested it on a 2nd gen iTouch, so i would assume it would work on at least a 2nd gen iPhone. So do I choose "iPhone & iPod touch (2nd generation)" or simply "iPhone and iPod touch" or does it matter?
- Have you tested on the older i-devices? If you're sure your game isn't memory consuming and should work with older devices just use iPhone and iPod touch.
#2
01/04/2010 (1:19 am)
@Aun: Thanks a bunch for the info! That really helped!

Alright!

I'm ready to submit it to Apple! It would be great if someone could clear up a few more things:

As I understand it, I'm going to be uploading the binary, the large icon, and the screenshots. The binary must be a .zip file containing: 1) the .app file and 2) the smaller 57x57 icon. Is that correct?
Thanks!
#3
01/04/2010 (2:25 am)
The small icon is already in your app, if you compiled the project right. The upload should just be a zip of your app. You can prepare the app data on iTunes Connect well in advance, and there you upload the large icon plus any screenshots you have (at least one is required).

The SKUs I've used are just all uppercase appname without spaces + a number. A SKU is an identifier for a unique product, and exists just for your record-keeping.

I also like using triple-digit version numbers. First digit is major version (for huge changes), second is revision (new features) and teeny-version (bugfix releases).
#4
01/04/2010 (2:35 am)
@Ronny: Ok, that makes sense. Thanks a lot for your help!
#5
01/04/2010 (4:53 am)
Ok, I tried to upload my app and there was an error saying it was either the signature was invalid or it was not signed with an Apple submission certificate. What does that mean and what do I do to fix it?
#6
01/04/2010 (5:22 am)
I downloaded the app uploader to see if it would give anymore information. When I try and send my app, it says "ClueSOLVED.app/tgb_icon.png: icon is not in the proper device format" The image is a 57x57 72 ppi png. What is it talking about?
#7
01/04/2010 (11:27 am)
Thats the icon that the application uses that would be show on the devices home screen after installing. That one has to fullfill very specific requirements (as listed)


As for the certificate error: Sure you did a deployment build with a deployment provision and the required entitlement plist file configured? Dev builds with dev certificates can not be used for deployment.
#8
01/04/2010 (11:31 am)
It could be that the NAME of the icon is wrong. Apple wants a few files to be specific names. Default.png is one such file, and Icon.png (uppercase I for Ivor) might be another. I thought it would accept other names, though, as this file is referenced from your main plist. Check that they match, and remember that the filesystem used on iDevices is case-sensitive.

Also try enabling pre-processing of PNGs once, move your original PNG somewhere safe and extract the now modified icon from the bundle and place it where the old one was in your source tree. Disable PNG processing again (to not touch the ones used in the game bundle), remove the app and rebuild. Does it accept it now?

When you get the certificate error, other things might have gone wrong in the compression phase. See my little ditto script for an alternative way to make the archive from the command line:
in.structive.net/scripts/arcapp
#9
01/04/2010 (12:30 pm)
the icon is defined in the info.list

as the default one is 57x57 the only thing where it can really fail is the 72ppi / dpi
#10
01/04/2010 (1:55 pm)
First off, thanks a lot for the responses!

@Marc: Yep, that was it!

Ok, so I am now able to upload the app via the online iTunes Connect uploader. However, when I try to use ApplicationLoader, it still has the icon error. I guess I'll wait and see whether this will cause Apple to reject it.
#11
01/06/2010 (9:40 pm)
It passed!! I just received the email stating my app is now ready for sale! It will be released Feb 1, at which time I'll probably right a blog talking about it! Thanks again for the help!
#12
01/07/2010 (12:00 am)
Congratulations. How long did it take apple to approve it?
#13
01/07/2010 (12:15 am)
@Johnny: Thanks! I was pretty surprised because I submitted it on the 4th and received the email stating it was ready for sale on the 6th, so only two days! If I had known that, I wouldn't have set the release date so late. Oh well...

My app is more a helper app than a game, so maybe that's why it didn't take long to test it.
#14
01/07/2010 (12:56 am)
@Daniel: Thanks for the info. Let us know the name of the app on Feb 1st. Would love to check it out.
#15
01/07/2010 (2:13 am)
Perhaps you can change the release date now? I'd try that if I wanted earlier release.
#16
01/07/2010 (2:53 am)
@Ronny: I'm glad you mentioned that! It was my impression I couldn't change the release date after submission (I have no idea where I got that). I have updated the information, and it is due in the app store Jan 8th!
#17
01/08/2010 (12:10 pm)
Well, my app was released and is now in the app store. You can check out my release blog here. However, I'm having a small problem. It seems the only way to find my app is to do a search for it--it doesn't appear in any of the categories (board or dice). I've gone to each category, arranged apps by release date, scrolled down as far as apps released on Dec 10 of last year, and I still can't find it. Any ideas as to why? I'm worried I messed up on changing the release date...
#18
01/08/2010 (1:43 pm)
From what I've read, search is slowly re-indexed over time. It doesn't seem to happen fully live :/