What was the icon? Violent, or sexy?
Ipad app rejected for being slow...
(44 posts) (15 voices)-
Posted 2 years ago #
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"sexy" : a chocolate between a woman's lips
Posted 2 years ago # -
From Blue Ether "Remember, there's no support yet for having the SAME app run as a native iPad app and a native iPhone app"
Does anybody know if the ability to run on both type of devices natively from the same app is coming?
Posted 2 years ago # -
Yes it's coming. That's a universal binary. They just don't support them for launch day.
Posted 2 years ago # -
@wiegerthefarmer: Are you saying Apple is not support Universal binaries on launch day?! Where did you read this?
Posted 2 years ago # -
I was under the impression that you build (using the 3.2 SDK gold master when it's released) and set your target to 3.1.3 then it will work on both devices. That's according to the official stuff I've read, but please let us know if that's not the case (and where is that info coming from?)...
read section 2 in this link:
Posted 2 years ago # -
log into the developer.apple.com site and go to the second news item.
http://developer.apple.com/iphone/appstore/ipad.htmlBasically it says that you can't submit an UPDATE to your app as a universal app. But you can submit a NEW universal app. Sorry about the heart attack I probably just gave you all.
Posted 2 years ago # -
My app just got accepted! Turn around time not too bad. I submitted it on Tuesday night. I was feeling very uneasy with my rotation. Basically it didn't have any! It did do the proper initial orientation for portrait left or right. But it didn't support rotation during the game. Read the post by gaminghorror, and realized i better just do it before it got rejected after saturday or something! Despite the fact that it was in review, I rejected the binary and resubmitted. And just got the notification tonight. Happy days. Just working on the website and video now, will post an announcment when it's all done.
Thanks all!
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March 25, 2010 16:36 Apple Ready for Sale
March 24, 2010 08:41 Apple In Review
March 24, 2010 08:40 wiegerthefarmer Waiting For Review
March 24, 2010 08:30 wiegerthefarmer Developer Rejected
March 23, 2010 20:59 Apple In Review
March 23, 2010 20:54 wiegerthefarmer Waiting For ReviewPosted 2 years ago # -
@wiegerthefarmer: Yea I saw that earlier and I am in the process of building a new version of Ravenous Trivia (http://www.ravenoustrivia.com). So yes, you did give me a heart attack! Going with the freemium model so it is going to be a new binary :)
Congrats on getting accepted for launch, what kinda game?
Posted 2 years ago # -
It's a divination game using standard playing cards. I love the simplicity (i.e: ease of learning a brand new language) of cocos2d/cocoa, and the large real estate of the iPAD. I've never made an iPhone app, or any game for that matter. I'm the director of engineering for a software firm that specializes in medical apps http://www.cissec.com Needless to say, working on a game is much more fun.
What I really love about the iPAD is the fact that they are encouraging the "simpler is not necessarily less" model. Of course, it would be awesome to see Starcraft 2 or Diablo3 on the iPAD (and why not!). But I like dreaming of ways to make it "just like paper" or as "close to the real thing" as possible.
Neat looking app! You could do lots of cool things with the iPAD. I.D youtube clips, audio movie clips, song clips...
Posted 2 years ago # -
Hey @Weigerthefarmer...what did you set your deployment target as, and what did you set as your base SDK? Just curious from someone who was approved. It seems we should do:
BASE SDK = 3.2
DEPLOYMENT TARGET = 3.13
Is that right?Posted 2 years ago # -
It seems to me that performance, and ensuring your app is building using best practices for a particular target (ie iPhone / iPad) is a constant topic of conversation in the forums. It'd be nice if the framework could take care of this for us, specifically by being able to generate a report as to the possible performance gotchas that are happening in an app.
Take this case for example - It'd be nice to have a way of asking the app itself if it think it's compiled nicely for an iPad, and what performance problems it thinks may be happening.
So for an app compiled for the iPhone, it could do things like:
- Test if all image resources in the app are powers of 2
- Test if app is compiled for thumb or not
- report avg/min/max FPS in the app during the last run of the app.
- Is COCOS2D_DEBUG logging enabled or disabled?and similarily for the iPad, it could report the above as well, but it could allow for the differences in texture sizes, etc.
It'd basically be a runtime report of app performance over time, with links possibly to the wiki for more detailed explanations. I brought up the topic before over here:
http://www.cocos2d-iphone.org/forum/topic/4893#post-29399
and although I lack alot of the experience to do this, i do think that it's a good idea, since so much of what every developer (especially newbies like me) ends up doing is trying to figure out what the best practices are. This'd be kind of like YSlow (a website performance analyzer - http://developer.yahoo.com/yslow/) but for Cocos2d.
Posted 2 years ago # -
Just an iPAD binary? or Universal (I didn't do a universal)
Let me know if you'd like ANY other config settings. Have you done an iPhone release before?
Base/Active SDK : iPhone Device 3.2
Active Configuration: Distribution (I followed lots of online samples of making a proper distribution profile)
Active Architecture :armv7
Targeted Device Family : iPAD
iPhone OS Deployment Target : iPhone OS 3.2in the Info.plist
UISupportedInterfaceOrientations
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>Posted 2 years ago # -
My app only supports landscape left and right.
In my applicationdidfinishlaunching I put
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(orientationChanged:) name:@"UIDeviceOrientationDidChangeNotification" object:nil]; ... lots of other stuff // set up a function to run in a bit if the screen rotation lock is on and notifcations are not being sent // typically the first scene is launched here, but I want to get the initial orientation right before showing the first scene. [self performSelector:@selector(orientationStillNotCalled:) withObject:nil afterDelay:2.5];// tell the director that the orientation has changed - (void) orientationChanged:(NSNotification *)notification { UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation]; if (firstSceneShown==NO) { switch (orientation ) { case UIDeviceOrientationUnknown: case UIDeviceOrientationPortrait: [[CCDirector sharedDirector] setDeviceOrientation:UIDeviceOrientationLandscapeLeft]; [[DivinationState sharedDivinationState] setAppOrientation:UIDeviceOrientationLandscapeLeft]; break; case UIDeviceOrientationLandscapeLeft: [[CCDirector sharedDirector] setDeviceOrientation:UIDeviceOrientationLandscapeLeft]; [[DivinationState sharedDivinationState] setAppOrientation:UIDeviceOrientationLandscapeLeft]; break; case UIDeviceOrientationPortraitUpsideDown: [[CCDirector sharedDirector] setDeviceOrientation:UIDeviceOrientationLandscapeRight]; [[DivinationState sharedDivinationState] setAppOrientation:UIDeviceOrientationLandscapeRight]; break; case UIDeviceOrientationLandscapeRight: [[CCDirector sharedDirector] setDeviceOrientation:UIDeviceOrientationLandscapeRight]; [[DivinationState sharedDivinationState] setAppOrientation:UIDeviceOrientationLandscapeRight]; break; default: break; } [self performSelector:@selector(showFirstScene:) withObject:nil]; } else { // rest of the app if (orientation == UIDeviceOrientationLandscapeLeft || orientation == UIDeviceOrientationLandscapeRight) { [[CCDirector sharedDirector] setDeviceOrientation:(ccDeviceOrientation)orientation]; } } } -(void) orientationStillNotCalled:(id)sender { // this is to catch the fact that the screen lock may be on. if (firstSceneShown==NO) { // set the orientation to landscape left. [[CCDirector sharedDirector] setDeviceOrientation:UIDeviceOrientationLandscapeLeft]; [[DivinationState sharedDivinationState] setAppOrientation:UIDeviceOrientationLandscapeLeft]; [self performSelector:@selector(showFirstScene:) withObject:nil]; } } -(void) showFirstScene:(id)sender { firstSceneShown = YES; // create an openGL view inside a window [[CCDirector sharedDirector] attachInView:window]; [window makeKeyAndVisible]; // Run the intro Scene [[CCDirector sharedDirector] runWithScene: [TitleScene scene]]; }Posted 2 years ago #
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