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)
Mike
53 Comments
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.
Recording Of Actual iPhone/iPad App Store Submission | iPhone and iPad SDK Development Tutorials and Programming Tips on April 23rd, 2010
[...] 71 Squared [...]
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.
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.
anotherKai on September 15th, 2010
Hi Mike,
Congratulations on finishing the game and the book!
I have just recently bought the book from Amazon as they do free delivery, but it is still in pre-release status so I don’t know when I will get it :(
I know you must be getting board going through the OGL tutorial so much, but do you think you would be able to complete the tutorial 10 part 2 video as this leaves a big gap in the build process?
You video are so well done and I think other tutorials are unparalleled to yours as you explain things so well.
Thanks again for everything!
iPhone Game Programming Tutorial 1 | Hardblog Cafe on October 6th, 2010
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Merlin on October 28th, 2010
Hello Mike. Ive spent the last 2 weeks going over your tutorials, EXCELLENT work. You do an amazing job of breaking it down and making it easy to understand, and then repeating it again just to drive it home. THanks for taking the time and effort to put these together.
2 areas Im looking for expansion on…
1. Parallax scrolling – I know you covered texture mapping and sprites, but for some reason Im still struggling with parallax with a large background image as opposed to a tile map.
2. Collision detection
Are these topics covered in your book? I plan to buy the book today actually, if I get a chance to get to Borders.
Anyway, thanks again for all the hard work. Like I said, you are an excellent instructor.
callinfix on December 16th, 2010
Hey Mike,
When is your next tutorial coming up?
Would you show us how to do “interrupt view”?
Si on December 16th, 2010
That’s a good question.Mike? I think, without checking we’ve been waiting well over a year possibly almost two for part 2 on one tutorial.
Also still waiting for those vids you said you were gonna produce to accompany the book. Pretty peeved on that front as I paid for it in advance on the basis there’d be some :( . I had hoped that was why the blogs not been updated with tuts for such a long time
mike on December 16th, 2010
@callinfix, Si
I can only apologise for the lack of tutorials. This year has been taken up with the book, day job, family and illness unfortunately. As I’m sure you’ll understand, this is a hobby and therefore there are many pressures can cause my plans to change.
I did talk about the tutorials for the book which in hindsight was premature. I was very excited about doing the book and wanted to do so much more. The reality is that the book was WAY more work that I expected, and given the current climate, the day job has also taken the front seat, which is right seeing that it pays my mortgage etc and I don’t get anything for the tutorials.
I still have a list of tutorials I want to do and I’m planning to get them kicked off in the new year. Tom who I’ve been working with this year is also going to help out as well which will take some of the pressure off and hopefully see more tutorials created.
I never expected the blog to become as popular as it has and was unprepared for the amount of time it would start to consume. Having got a handle on that now I’ll be setting much more realistic expectations for the blog readers.
All that said, there is more to come from 71Squared. Particle Designer will see an update in the new year along with the release of a new tool called Glyph Designer. These are important as they earn revenue that allows us to focus time and energy on the blog and software. When things get as busy as they are there comes a point where doing everything for free is hard to maintain, so our software tools help in that area.
I hope that helps explain why things have been slow and I hope you will continue to check back for updates.
Mike
Si on December 16th, 2010
Mike,
I hear what you’re saying put the blog and it being a hobby and free :).
However am I right in thinking that you’re getting paid for the book?
Obviously I’m right lol so while I appreciate the detailed response. I find it lacking, as you’ve found time for othe items (particle designer et al). I can only express my disapointment on your inability to come through on the tutorials for the book.
If I’d known at the time that you were just making wishes rather than promises I would have waited before buying it.
I guess it’s a lesson learned on both sides
mike on December 16th, 2010
Understood Si and I regret not having been able to get all the videos done as expected. I’ll be thinking a lot harder about what I say on the blog in future.
As for the book, your right, I get paid, but let’s not get carried away. It’s a specialist book, not Harry Potter and I only get to see a very very very small portion of the books price. I didn’t do the book for the money, but more as it was a book I would have wanted to read and to actually have written a book. So getting revenue through other means was important to ensure the continued existence of the blog at all. There is much more chance of me doing free tutorials in the future if I’m earning revenue through other means.
As you say, a lesson learned.
Mike
John on December 16th, 2010
My 2 cents worth.
If you bought the book on the strength of the “extra” tutorials, then I can understand where you are coming from but to be perfectly honest, the book is worth what you paid for it and then some. Put that along side all the tutorials that Mike has done in the past and you will have a very good grounding in game design and development in iOS.
This can be demonstrated with the games that some of our readers have come up with using Mike’s code and tutorials.
As I said, my 2 cents worth ;)
John.
Si on December 16th, 2010
My 2 cents -
It’s down to integrity, if you say you’re going to provide something then you should.
End of
CC on December 16th, 2010
Si, cut Mike some slack.
Producing the Glyph Designer is squarely in the spirit of supporting the readers of his book. If you’ve ever used Hiero, you’ll know how desperately we need a good bitmap font editor; for instance, the current version randomly exports glyphs upside-down. In just the last week, I’ve had two projects where I had to use Hiero, and was wishing that Glyph Designer was done.
It is not a breach of his integrity to see an opportunity to serve his readers *even better* and run with it. On any given iOS development topic, you can use Google to find what you need to know, but tools that actually make our lives easier during development are scarce. As one of his readers, I, for one, think he’s putting his efforts in the right place.
Anonymous on January 13th, 2011
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Phil on March 29th, 2011
I really enjoyed this series of tutorials and decided to support you by buying your book which I saw at a microcenter not too long ago. I skimmed through it and found it to be rather useful.
I was wondering if you could point out a good source to learn about extra functionality for cameras. Like if I wanted to make a view client for a multiplayer game. in which each client has its own camera that moves around on a map.
Unless having the map move and updating the players locations relative to something (the host?) would be better. I want to try and take this to the next step and implement something of this nature. (It would earn lots of points with me thats for sure hehe) I figure I would have to make some modifications for passing things like position and animation information over the net but thats about as far as I would like to think about it until I get off the ground.
Once again you’ve done a great service to us all and I really appreciate it. Perhaps I could return the favor when ever we can establish ourselves.
daylight on October 2nd, 2011
good~
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15 个 iPhone 应用开发教程 | ComeBit.COM on November 2nd, 2011
[...] 开发完应用后该如何提交到 App Store 呢,该文章详细介绍提交应用的步骤。 进入教程 [...]




CC on April 19th, 2010
Looking forward to picking it up. Will there be an iPad version?