Game Development Community

App Store Rejection Reports

by Michael Perry · in iTorque 2D · 11/09/2012 (8:58 am) · 13 replies

Greetings everyone. If your app is currently being rejected or you anticipate a rejection, please list the causes in this thread. I'm currently working on updating the engine to support iOS 6, iPhone 5, and the iPad-mini. I am also addressing several issues I've been wanting to tackle for a while, but never had the bandwidth to accomplish. Do not assume something is being addressed, just post anything you feel needs to be resolved.

#1
11/10/2012 (6:40 am)
One of the biggest issues we have is that using the optimisation level will cause crashes which typically manifest themselves on the uploaded build and during the app store review. Now everything we submit to the app store is with zero optimisation.
#2
11/10/2012 (10:45 am)
@Scott - Confirmed. We have identified a few crashes with full optimization turned out. The one I'm tackling right now is the stack getting blown on recurseDumpPath(...). If you know of any other locations, let me know.
#3
11/10/2012 (12:05 pm)
@Michael - Are you back on iTGB 1.5.1 and not the new Torque2D? If you are this confuses me... I thought you were putting 100% into Torque2D.
#4
11/11/2012 (3:18 am)
The new Torque 2D would need the same fixes, since it was originally branched from iTorque 2D 1.5.1. We've moved on to a new section of the engine, which I'll blog about.
#5
11/12/2012 (9:49 pm)
This may not be the place for this, but I have to ask: does anything need to be changed specifically to support the mini iPad? My understanding is that it's effectively an iPad 2 in a smaller body. The resolution and underlying hardware are all the same. Is there something that would cause a problem with iT2D?
#6
11/13/2012 (6:46 am)
@Joe - That's pretty much why I started this thread. I don't have my hands on the hardware yet, so this is a good place for people to post details on rejections based on hardware, software, or general issues. At first glance, I can't see why there would be a problem. The simulator works, but I put little stock in that.

@Johnny Vo - I've been told that I can at least safely say there is an upcoming announcement, not just a tech blog from myself. It's related to your question.
#7
11/13/2012 (2:48 pm)
@Michael - 2d games are still very hot so I can't wait to see what you guys have done.
#8
11/13/2012 (3:30 pm)
@Johnny Vo - I agree on 2D games are still going strong. I personally cannot wait for people to see what we've been doing first hand.
#9
12/01/2012 (4:36 pm)
Unless the engine makes stupid assumptions[1] the iPad mini will be exactly like an iPad 2. 1024x768 resolution and pretty much the same hardware. The only significant changes would be an additional speaker and a new cable port.


[1]Looks for names of devices rather than capabilities, therefore failing when the name is unknown.
#10
12/13/2012 (11:16 am)
any progress on this?
#11
12/13/2012 (11:18 am)
@Warthog - There is progress being made and it will be in the final iT2D update. This coincides with the development of the MIT version of Torque 2D, which will be the unification of T2D, iT2D, and 3SS improvements.
#12
12/15/2012 (4:36 pm)
@Mich - Thanks, Any thoughts on how many months away this final iT2D update is?
#13
12/15/2012 (7:01 pm)
The holiday break and general software development makes a final date hazy, but I have my own goal. I want to be completely finished with all legacy work before the end of January. The MIT launch needs to happen first, since much of that code is being ported back to the legacy tech, which is what the final update needs. I'm speaking mainly about the platform improvements.