How do I replace an old expired iOS app with a new app that I built from the ground up? - ios

I have what I believe to be a pretty unique situation and I can't seem to find a solution online. The problem timeline:
4 years ago I paid a developer to build/upload an app to the iOS App Store for me under my own developer account.
Over the years it became outdated and this April it was kicked out of the App Store
I took some online courses this year and rebuilt the app from the ground up.
I would like to post my rebuilt version to the App Store - completely fresh like it's a brand new app (because it basically is)
A couple more things to consider...
I used Swift vs the original Objective-C that the developer used.
I used UserDefaults instead of what appears to be iCloud. (the dev account seems to be littered with permissions for things I don't intend to use - so advice on how to get rid of all of the weird stuff I don't use would be helpful, too)
I also have a different but similar bundle identifier (it replaces "RandomRuby" with "Random-Ruby") that Apple's App ID registration system seems to not like.
The level content and game play are the same - but I have no idea how to figure out what level the previous users were on. (which I'm ok with if it's ethical to make people start over).
It had In-App purchases (they could purchase consumable "Rubies" to use for hints and there was an "Ad Free" upgrade option. The new app doesn't use ads - it just has consumable "Rubies" for monetization). I have no plan to add ads back in - so I imagine a complete reset would be ok here, too? Again - is that ethical?
With all of this context - my question is...
How do I upload a completely-rebuilt-from-scratch app with the exact same name from the exact same company as an expired app through the iOS Developer system? Is this even possible? I'm having a hard time figuring out where to start. I can't even get past creating an App ID.

To update an existing app in your Apple Developer account you only need to use the same BUNDLE ID (e.g. com.apple.keynote) in your Xcode project and a higher version/build number. Everything else is not relevant.

Your previous iOS APP is bounded with the Apple Developer account when it was submitted. And the APP name is unique, just like anyone else may not create another app named 'Facebook'.
So, if the Apple Developer account was not yours, you are in trouble. You need to ask the previous programmer to transfer the APP to you.
If the Apple Developer account was merely expired, and you can prove that the account belongs to you, I guess you can contact Apple Support for help.

Related

iOS Switching from paid to free app, how does one know who previously purchased the app?

I have a paid app that was released on iOS 4. It hasn't been updated and I'm now reworking it to work with iOS 10. Since in app purchasing was not a thing, I made a free (lite) and paid version of the app. I would like to update the paid version to iOS 10 and change it from paid to free with ads and an in app purchase to remove ads.
I tried researching various methods and I have not found a fool proof way or evidence that one will work in all cases. The two most prevelant methods I found:
Use an existing UserDefaults key value to determine if they opened the old app and then grant them no ads in the new version.
I don't think this method will work, as if the app was uninstalled or the user redownloads it after the update they would not have that value.
I believe iOS 7 offered receipt checking. Use receipt checking to determine if the user has paid for the app and check if the date is before the new version date.
I'm not sure if this would work either. I saw in the documentation to verify locally. Would everything I need exist if the app was an iOS 4 app originally? Would this work for users who had the app through a promo code? What if they don't have an internet connection at the time they open the app? I had trouble finding sample code for this option to test.
How would I go about doing this? Are any of the methods above the only way or are there others?
Out of all the resources I found on this subject, checking the receipt seems to be your only feasible choice. If you have an account where you purchased your app, you can run the new version of the app via Xcode with that account and see if the receipt validation gives you the expected information. Though installing the app via Xcode may alter the receipt that the account has, you may want to check on that.
NSUserDefaults option could work if you were setting any value to NSUserDefaults on the iOS 4 version.

iOS Receipt validation failing for long-term users

With our latest release, we converted our app from paid to in-app subscription purchase. We promised our current users that we would grandfather them into the subscription because they already paid for the app. In our code, we look for a valid receipt with an original application version prior to our first subscription version. It all worked great in our tests.
When we released the new app, we started getting feedback from our long-term users that they were being asked to subscribe (they shouldn't even see the subscribe button). As we researched the issue, we noticed that all of these users purchased our app prior to the app being transferred to a new developer in September of 2014.
Recreating this issue is difficult - how do we simulate an app install in 2014? I may be able to login as one of the affected users, which would involve using their Apple credentials. I'm not very comfortable asking users to share their credentials.
Since I haven't been able to recreate it and our code is pretty simple, my best guess as to what is happening is that we aren't receiving a valid receipt for users that purchased prior to the app transfer in 2014.
So, I have a few questions:
Has anyone else experienced this?
If so, how have you resolved it?
How would you troubleshoot it?
FYI - I've filed an issue with Apple (3045378).
In speaking with Apple Developer Technical Support, we discovered a way to pull the NSLog messages off of the devices using the recently released Unified Logging feature. A couple of our users submit their logs, which clearly showed that they were getting valid receipts, but the originally purchased versions of those receipts are 4 and 2.8.
Given that our current version is 1.7.1, these are strange and non-typical numbers. However, the Original Application Version reported from the receipt is actually the CFBundleVersion (or Build), which can be a completely different string than the App Version reported in the App Store.
I assume that the developer prior to the app transfer was using a different build numbering system than the standard ... scheme.
I refined the version check within my code and re-submitted the app. It was released today, and, so far, all are being grandfathered correctly.

Decommissioning an iOS app

Hi we have an iOS app in itunes which have more than 20,000 downloads.
since we have re-branded our company we have developed a new app which includes extra features than the existing app. New app is with new name and Bundle id.
So now rather than taking out the existing old app, we want to redirect all the existing users to our new app. How can we do that ?
what we did was , we updated the existing app version with the popup, which says this app no longer available please download our latest app. but this got rejected by apple.
Any best practices to decommission an ios app
Thanks
Apple will not allow you to completely drop all of the features in an app - they want users to still be able to use the app. Imagine if all of a sudden Facebook make it so no one could use their app, and forced everyone to download a new app. It probably wouldn't turn out too good for them.
What you should do is just make an update to the old app. All of the users will be able to update easily, with no hassle, and you won't lose and users.
Another way to do this is by calling your new app MyAppName 2, although this will really only look good if you're developing a game.
If you would really like to get rid of your old app, I would recommend removing it from the app store and contacting Apple (You'll have to give them a good reason. Wanting people to pay for a new app doesn't count as one)
What many developers do, is add code to an app that checks a specified endpoint for instructions at each launch. The instructions are either, run as usual or, display this message and URL.
Personally, I would do this, and also update the old app as a freebie teaser for the new app. Apple pays less attention to reductions in functionality than they do to "kills".
Run the teaser for a year or so, then kill it.

IAP fails after release, but no in development stage

Here is the history of my app.
In v1.0 I didn't have IAP.
In v2.0 I had IAP code, and it worked while I was developing. When v2.0 was released, I checked and run a non-testing device (an iPhone under my itunesconnect user name, but does not have provision file installed, so I take it as a non-relevant device) and I got error message, which of course was set up by myself. The error is for situation that the app could not connect to Apple or could not find IAP for the app. The error shows up quickly right after clicking buy IAP. This is as expected since no product ID is available. It doesn't need wait payment queue at all.
Then I checked itunesconnect and found the IAP probably not linked to the app, so I updated to v2.1 and added the IAP to my app in itunesconnect (no real code change, at least no IAP-related code changed), and IAP works fine finally in development stage in my testing iPad. Now v2.1 came out, but I still have the same problem as v2.0, that means IAP encounters error, most likely no IAP product ID found. At the time I'm typing, v2.1 has been released for 2 hours, and I still have quick error --- the product ID problem, most likely.
[edit]
BTW, there was a glitch between v2.0 and v2.1. When I noticed the IAP was not linked to my app, I did something too quick so that I cannot remember exactly. Basically the IAP was hung over there, I could modify it or submit it. After talking to Apple, I was told I need reject my binary of v2.1 and resubmit v2.1 along with the IAP. I don't know if this is related, but anyway I can buy IAP in development stage with my sandbox testing iPad.
[edit]
Any idea? Thanks.
BTW, the app is set to English default, but with Chinese/Spanish localization.
[edit]
One more thing, don't know if it's related. All v1.0, v2.0, and v2.1 versions are deployed to iOS 6 or later. When I was developing v2.1, I was trying to back to iOS 5 (via adopting so deprecated methods or constants). My app could run on iOS 5, but IAP wouldn't work iOS 5. Since IAP doesn't work, there's no point for me to go compatible with iOS 5, so I removed all deprecated methods and constants and went back to original v2.0 version and resubmitted with linked IAP to become v2.1.
For those who cares, here is my app. You're welcome to try. long press first page would get you to options page where you can try buy IAP --- no worry, there is supposed to be a confirmation dialog where you can cancel, even if my IAP works.
https://itunes.apple.com/us/app/icalc24!/id566916783?mt=8
[edit]
One more edit:
OH yeah, it works now. I don't which step of the following make it work:
1, I delete my app and restart my iPhone again (and again, yes) and re-download
2, it's 4 hours now after v2.1 is approved.

Reasons for rejecting iPhone application by Apple store [closed]

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Can anybody help me out to know the possible reasons for which Apple store can reject or raise objection to submit any iPhone application.
Here are possible reasons (unofficial, from here):
Vibration. It is not permitted to use continuous vibration in your apps - short bursts as warnings is all that is allowed. Don’t bother trying to set up a timer to keep the vibration going, it will cause your app to be rejected.
Linking to private frameworks. This is obvious, but somehow in playing around with stuff we had linked to the MoviePlayer.framework. That’s a no-no, and cost us about ten days while we unlinked that framework, recompiled, and then resubmitted.
Improper handling of editing in tableview cells. Also obvious, but be aware that if you enable table cell editing, you’ll have to manually specify which cells should respond to editing controls and which should not. We had some random prefs cells in one of our early apps that were able to be swiped to bring up a ‘delete’ badge. Of course it didn’t do anything, but Apple justly considered this poor design and rejected our app.
Icons. Make sure the 57 pixel icon is identical to the 512 pixel version. Also, use a different icon if you are creating ‘lite’ and ‘pro’ versions of your app (i.e., free and paid). Using the same icon for both sends your app straight to … you guessed it … the bin.
Copying existing functionality. This one is much more subtle and insidious, and has probably affected the great percentage of developers. In addition to the widely publicized Podcaster debacle, reports from user comments indicate that Apple is casting a wide net when looking for duplicated functionality. Mini web browsers, or apps that essentially show web pages, seem particularly vulnerable, even if they add new and/or useful functionality. Stay away from email clients as well.
Using appropriate keyboard type. If your app asks for a phone number or other numeral-only input and you present a keyboard that also includes the possibility of entering standard alpha-numeric input … yep. (Thanks Jeremy1026)
Version numbers. If your app is currently at version 0.99 or below, you’d better consider giving it a promotion as Apple seems to prefer 1.0 and above. One of ours was recently rejected for being .016, with a message suggesting that our version number wasn’t even numeric. When we resubmitted the same app from scratch as version 1.0, it went through.
Network Reachability. If your app requires any type of network access you need to make sure it works when that access isn't available. If it doesn't it will be rejected. Apple provides sample code to test this which you can use as-is in most cases: https://developer.apple.com/library/content/samplecode/Reachability/Introduction/Intro.html
And last, but not least:
Flatulence Don’t even try. ;-) UPDATE: sorry, this seems to be outdated by now. Apple makes a lot of money now with "fart apps": see this article.
Edit:
Here is a link to a recent article about ten iPhone Apps That Didn't Make Apple's App Store.
And a tip: Apple has a Mac app called Application Loader that you could install. Once you install it, it analyzes your app's zip file. It verifies all the certificates, icons, and other things are correct before submitting to Apple. Using the Application Loader minimizes your chances of app rejection.
Another interesting resource: App Store Roundtable: Transparency and the Approval System (appleblog.com)
Yet another edit:
New rules by February 2010: "No Swimsuits, No Skin, And No Innuendo" (source: TechCrunch article, Wobble author's blog)
By the way: during the iPhone 3.0 preview event (march 2009), an Apple spokesman told that 96% of all submitted application were approved.

			
				
Apple have now (as of 9th September 2010) published their official list of app store review guidelines:
appstore approval guidelines
(apple developer login required)
or a mirror here:
app store guidelines
Will apple want to create an app like that in the future? If (yes) reject.
Do you have a really awesome idea that apple may want to use in the future if(yes) reject
Here's the video of the SDK announcement that describes Apple published list of rejection criteria:
SDK Announcement
As others have noted, Apple also seem to have a bunch of other conditions that they don't publicise. Note that rejection notices are now covered by the NDA.
I can't confirm this but it makes sense, but people are reporting their apps being rejected for being too simple or too trivial.
Just got a bounce for handling network outages badly. If you connect to the network, be prepared to handle any error conditions that may come up.
My paid version of app was rejected by appstore.
After Purchasing and downloading app first screen was "User Agreement" and when user taps on " I agree" only then he is able to continue using app.
Apple described the reason of rejection "when user purchased app from appstore and download in phone then you must not restrict user to Agree with Agreement" instead display your agreement before downloading app in iTunes.
Amazingly, apps can get rejected for trying to keep their interface consistent with Apple's own apps. (ie, using pinch zoom/expand gestures)
There is a site I know which can help you generate great advertising ideas with iPhone. see this site:
http://itunes.apple.com/app/adpack/id359562015?mt=8
I submitted a paid app to app store but get rejected and i learned another possibility of app rejection
My app was Game Center enabled. When app starts first screen was login screen that prompt user to login through GameCenter to continue.
They rejected the app giving reason- As user will not be able to get services of your app unless he is not logged in with Game Center although he paid you to download app. You cannot restrict user to login through Game Center each time before app starts.
From 1st May,2013 onwards if we don't support iPhone 5, your app will be rejected.So iPhone 5 support is must.

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