Tutorial 13 – App Store Submission

I’ve finally put SLQ up for approval with Apple. A suggestion earlier from a reader was that I record the process which is what I’ve done :o)

This is only a short 25 minute tutorial that runs through the process of uploading the app and the information that you need to have. I also briefly cover compiling the app with the correct provisioning profile.

It’s a real milestone in the journey to the book and the game so really pleased.

I hope you enjoy it :o)

Tutorial 13

Mike

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37 Comments

CC  on April 19th, 2010

Looking forward to picking it up. Will there be an iPad version?

mike  on April 19th, 2010

Thanks CC. I’ve been thinking of working on an iPad version with enhanced graphics and native large screen support. To be honest at the moment, I’ve been looking at the game and its code for SOOO long I could do with a change :O)

Mike

Simon  on April 19th, 2010

So happy for you, I’m looking forward to playing the final game.

Now off to watch the vid

Simon  on April 19th, 2010

Hi Mike,

That isn’t a little bit of text lol. That was a lot.

If you’d like second pair of eyes on it, please feel free to e-mail it to me and I’ll gladly see if I can condense it for you.

Just in case it’s not obvious I’m referring to the application description in the video.

All the best

Simon

RoberRM  on April 19th, 2010

Congratulations, Mike! SLQ is really on its way now! :D

And thank you for this tutorial. As you point out, the process seems simple enough, but I do not know what you did with the ID you downloaded from Apple’s webpage. I guess I’ll have to figure out myself. :)

Do you plan on releasing more tutorials on programming SLQ? I mean, how did you create the preferences window, load new levels, etc?

Thank you very much.

Craig  on April 20th, 2010

Thanks for the tut Mike

If you have the time, I 2 would like some more tutorials, could you put up a simple Xcode project just showing how to load a Texture Atlas (created by http://zwoptex.zwopple.com/) using the PList to animated the different frames?

No other game logic etc included to confuse the code, just the OpenGL ES NSArray/NSDictionary code showing how to load the Texture Atlas and access the sub images and animate them over time

I have not found a good simple tutorial as yet on the web

Thanks

iamflimflam1  on April 20th, 2010

Another good way of uploading an app is to tick the “upload binary later” box.

You can then use the “build and archive” option and Organizer. This has two options: Validate – checks the application has been correctly built, signed, has the correct icons etc and Submit application – uploads the binary to iTunes.

The other things that you might consider is cloning the Release configuration to make a Distribution configuration – that way you can keep the Release configuration setup to build with a provisioning profile that will run on your test device.

mike  on April 20th, 2010

@iamflimflam1, that is great info. I’ve just checked it out and it does make things SOO much easier. I certainly suggest that people check this out. I’ll look to do a small addition to the tutorial to show this process as well :o)

Thanks for that

Mike

mike  on April 20th, 2010

@RoberRM, the videos on the website will give you all the info on creating the certificates etc. Once you have done it a few times it becomes a lot easier :o)

I will be doing more tutorials going forward. Those specific to SLQ are going to be available with the book rather than on the website. The tutorials I do going forward are going to be on new areas not covered in the book. I want people who get the book to get content that was not just available anyway on the blog.

I could do a tutorial on just mixing UIKit views and OpenGL ES in general.

Mike

mike  on April 20th, 2010

@Simon, thanks for the offer. Drop me an email and I’ll reply with the text. I’m going to be reviewing it anyway with my editor to make sure he is happy as I want to tie it into the book etc.

Mike

iamflimflam1  on April 20th, 2010

Oh, and congrats on submitting – looking forward to having a play.

alnp1987  on April 20th, 2010

Mike,
Congrats on the submission, this video is very helpful to all of us developers looking forward to have an app published, Thanks.

What do you think is the best approach to do a universal app? Should I start everything from scratch or is it a better way to have an iPhone app be iPad compatible?

Alvaro

andyewebb  on April 21st, 2010

Hi Mike

This inst really the right place for this comment, but just wanted to confirm your email is mike@71squared.com As i have emailed you to let you know my first iphone game – lifty is out in the appstore. All thanks to your brilliant tutorials. I didnt want the thanks to go the wrong address!

Andy

RoberRM  on April 21st, 2010

Thank you, Mike. Of course it makes sense the new tutorials about SLQ are only available to book owners.

And, if the UIKit-OpenGLES tutorial isn’t covered in the book, I think it would be nice if you could post it here. ;) But only if you can. You’ve done a lot already! :D

Once again, thank you.

Gavin Kistner  on April 24th, 2010

This video seems to have been removed (or has other problems)?

willzau  on April 24th, 2010

Why did you guys remove the video? Seems kinda lame!

mike  on April 24th, 2010

@Gavin Kistner, willzau, I’ve just checked the video and it seems to be working fine. There is a problem viewing the video through the site using an iPad and also for some reason when trying to view the video through the vimeo site on the iPad it trys to use flash, not sure why. Viewing on any other device should be fine though.

Mike

willzau  on April 24th, 2010

Yes I see now.. Thanks I was really hoping to se it.

mike  on April 24th, 2010

Just tried again on vimeo with the iPad and it does work ok :0)

Mike

Recording Of Actual iPhone/iPad App Store Submission | MarketingTypo.com  on April 26th, 2010

[...] Source: 71 Squared [...]

Cyrohx  on April 28th, 2010

Hi, outstanding work here, I’m new to objetive-c and I find your tutorials really helpful, they really give the very basics and the workflow you need to develop your games.

I want to develop iPhone games, but I was wondering if I could use your code as some sort of library, specially the Image class, and as a base implementation to make my own games, but I dont’s seem to find any restrictions for using your code.

I don’t know if somebody asked you this before because I’m starting with your tutorials and I don’t really pay attention to the comments, unless I have to.

So, I was wondering if I could. If it is not the case, there won’t be any problem and I will try to make my own implementation with a different praxis, it will be hard and it will consume much time, but it’s okay. On the other hand, if you let me, I promise I’ll keep your copyright and comments in your code and I’ll try to mod it to my convenience if you don’t mind of course.

Mike  on April 28th, 2010

Hi cyrohx

The code is open and you are free to use it as you like in any projects. Details of the license can be found at http://www.71squared.com/2009/.....e-details/

If you want to put a credit to myself and the website that is always appreciated.

Good luck

Mike

Cyrohx  on April 28th, 2010

Wow! most appreciated, I’ll sure give you the credit in the games and I’ll let you know about my releases as soon as I start publishing games in the App Store.

Of course I’ll change the license in every file of your code I use, so the credit is fully yours. And if by any chance I change the code, I’ll let you know, so that hopefully you could get some feedback.

Once again, amazing job, as I watch the tutorials, you don’t miss anything about engines and best practices, my experience make it easier to follow, and as I watch the tutorials, I fill the missing blanks, continue with the good work.

Thanks again.

mjasnowski  on May 15th, 2010

Thanks so much for the tutorial… It was really helpful.. :)

ivanstojic  on June 2nd, 2010

Hi!

Admittedly, I didn’t watch all of the episodes of the tutorial yet, but I was wondering if you could write something about games that run in landscape orientation and-or specifics that relate to such games?

Sincerely,
Ivan

Simon  on July 9th, 2010

Okay, I have a rather, or at least what I hope is a rather stupid question.

Once you’ve setup the app store provisioning profile and set it up on the release build (or another of your choosing).

Is it right that this build will not run on a device and that it will only run on the simulator.

I just wanted to be sure before submitting the app, so I’d appreciate it if anyone on this thread could confirm for me that this is correct and that I’m not sending apple an app that they can’t test and then put on the store.

many thank

Simon

iamflimflam1  on July 9th, 2010

The only way you can run your distribution build on a device it to resign it with your dev certificate.

There’s some instructions here on how to do it:
http://www.alexcurylo.com/blog.....e-signing/

Don’t worry – if Apple can’t run your app they won’t put it on the store :)

mike  on July 9th, 2010

Hi Simon

That is correct. Unless you resign your app with your dev cert then it will not run.

Mike

mike  on July 9th, 2010

LOL, iamflimflam1 got there first and with links, much better response ;o)

Mike

Simon  on July 9th, 2010

thanks, both of you ;)

I just wanted to be sure that this was normal. “App store virgin alert” lol

Cheers

Simon

mike  on July 9th, 2010

You have to loose it at some point and it sounds like your on track, so good luck and enjoy :o)

Mike

Simon  on July 9th, 2010

Yep – you’d think wouldn’t you! Be putting this off for quite some time now!

AD  on July 12th, 2010

What would be great would be a dedicated workshop every month. I’m not sure where 71squared are based; but would it be possible for you to hook up with your local University’s business hatchery / incubator and set up a workshop?

Or hook up with your local CodeWorks Connect like industry leader and set up a dedicated monthly workshop.

Thanks.

Simon  on July 15th, 2010

Hi Mike,

I’ve got one final question for you, some apps on the app store say (iOS 4.0 Tested) or previously Iphone OS3 tested. Now your app doesn’t say either. Do you know how you add this bit of text? As my app has been test on iOS 4.0 and obviously I’d like it to say as much. Is it as simple as building the app with the latest SDK. I’m not sure?

Love to hear/read your thoughts on this?

Simon  on July 25th, 2010

Hi Mike,

Have you used the Build and Archive function in the latest Xcode. It really simplifies the app submission process

Carlos  on July 31st, 2010

Michael,
is “Beginning iPhone Game Programming out?”
I’ve been looking for a link to buy the book, but no luck finding it.

Cheers and thanks for all your tutorials.

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