Adding iPad Pro screenshots to iTunesConnect for all localisations - ios

I have several localisations in itunesConnect, primarily to describe the app in other languages, but essentially the graphics for screenshots are the same. As it stands, I need to upload the same iPad Pro screenshot for each localisation separately. Alot of duplication.
Is there anyone who's figured out a way to add a screenshot to make it go in for all localisations on 1 upload to make this process more efficient?

I recommend you look at fastlane. In particular snapshot which automates grabbing and localizing screenshots, and deliver which automates submission. It was updated to support iPad Pro a few weeks ago.

Related

Regarding App slicing feature in iOS9

One of our old project is now updated to XCode 7 and iOS9 SDK. Some of the images in the project is missing #3x versions and since we have a critical bug we need to submit it soon. We were testing our AdHoc build by
"Exporting one app for all compatible devices" - It is working fine.
What I want to know is, will App Slicing create problem if I dont have #3x images? Is there a way to turn it off?
Meanwhile I am trying hard to get all the 3x images
Okay, This is what happened,
I submitted the App without some of the 3x images.
App got approved.
Released in production, no issues so far related to images.
But one thing I noticed was that the slicing didnt happen. The Universal App size was 65MB and now also for every device it is showing 65MB in the AppStore, so i am confused whether the slicing happened or not.

Replacing an app with an universal build on the iOS App Store

I had developed two separate builds for my game, one for iPhone and one for iPad. I had uploaded each of these builds on the iOS App Store a few years ago, back before universal builds become common.
The names for these builds are “XYZ” (for iPhone) and “XYZ HD” (for iPad). Now, I have developed a universal build for the same game and I would like to name my updated game as “XYZ HD” on the iOS App Store. I have two questions:
How many listings for this game should I maintain? I definitely want to maintain the iPhone listing as it has better and more user reviews compared to the iPad version. If I keep both listings, it would be odd as I would have the same universal build for each listing and the same pricing. I suppose I could point out in the updated listing that it is a universal build.
What should I name the updated listing(s)? If I only maintain one listing, I would maintain the iPhone version but I understand that Apple will not allow me to call my iPhone build “XYZ HD” even if I unpublish the iPad version. Therefore, I could keep the old name “XYZ” which does not highlight that it now has better graphics for iPads or I could do some weird new name to get around Apple’s naming restrictions such as “XYZ–HD”.
I’d appreciate any suggestions on these issues. Thank you.
Maintain 1 listing (your most downloaded/rated/reviewed one)
Get rid of the "HD", it's not relevant anymore. All apps and devices are HD in 2015. Apps that have "HD" in their name are most likely old apps from the times of not universal apps.
You could make a little update to your iPad version to warn your user of the new listing model. (Or use your app messaging/notification system if you already have one)

CocoonJS for iPhone (NOT iPad)

I've already spent two weeks trying to figure this out, and I'm unable to get it working... I made an HTML + Javascript game intended to work on both Android and iOS devices, so I used Ludei's CocoonJS (https://www.ludei.com/cocoonjs/) to compile the project and generate two projects: one for Android and one for iOS.
I've already successfully uploaded the Android project, which is available at the PlayStore and works well on different devices, but I'm heaving REALLY trouble with the iOS one. The problem is that, somehow, when I upload the project using XCode, it is understood as being a universal application, though it is only intended for iPhone devices. Due to this, Apple keeps rejecting it, as the game's screen doesn't adapts to the iPad screens.
As I don't want the game to fit iPads, the "only" thing I have to do is to upload the game specifying that it only is intended for iPhone devices... But such a trivial thing begins to seem impossible after days and days of fails.
What I've tried doing:
CocoonJS doesn't let you specify a device family, so it seems that the XCode project it compiles is intended to be universal. However, before uploading the app via XCode, you can change its "Build" attributes.
I've ensured one time and another that every option within the "Build" and the "Info" list points only at iPhone devices with iOS 7 (and not iPads nor universal).
I've tried creating multiple projects on iTunes Connect to ensure that the whole process doesn't get messed with a previous universal binary or some other bizarre things.
I'm only uploading screenshots for the 3.5 and 4 inches screens (iPhone 4 and iPhone 5).
What I'm ALWAYS getting:
An issue just when the project finsihes uploading saying that a localized screenshot is missing... I've searched over the net and it seems that this message may refer to various things, among them the fact that a supported device has no screenshot... Guess which one: iPad, I suppose!
The scariest part of everything is that when I open the details of the binary uploaded to iTunes Connect it shows a line:
Device family: iPhone / iPod, iPad
What the...!? What's the iPad doing here? I've tried almost everything and I'm not even to solve this... Maybe I'm missing something on the XCode "archiving" process, or I'm missing something on the iTunes project creation process... or maybe I'm missing something relating CocoonJS... I just don't know what else to do!
Anyone found something similar or can guess what can be happening?
Thanks in advance for your time and effort! :)
I faced the same issue recently while uploading a game created with CocoonJS. The problem is that CocoonJS uses the info.plist for most of the settings and configurations. So, while looking into the plist, I found the issue.
There's an entry in the plist called UIDeviceFamily which overwrites the device selection in build settings. It's an array containing two values, 1 and 2. 1 denotes iPhone and iPod while 2 denotes iPad. So just delete the second entry (2) from this array and you should be good to go. You can read more about it here.

Universal app or not

I developed my first iphone app recently and would like to port it to an ipad. I've got a couple of related questions.
1) from what i've read, it sounds like creating a universal app will increase the size of the app that the user will download onto their iphone/ipad. is that right? my app is not small right now and i'd like to add some functions to the ipad version. Its something of a disincentive to package a universal app if it means a larger app for iphone users who won't benefit from the added functions added to the ipad app.
2) is it possible to have separate apps for the ipad and iphone but only make users pay for one version of them, if i don't go for a universal app? That is, if someone pays for the iphone version right now, i'd like them to have the ipad version for free when i finish it in about a month. is that possible outside of a universal app?
thanks,
rich
1) Yes, a universal app has everything for both versions so it is bigger. For a user that wants the app on both types of devices this isn't really a problem.
2) No, there is no way to have two separate apps such that the user can have both while only paying for one. At least it's not possible through standard means. If you make both apps free with IAP, then you could have your apps generate some sort of code that could be entered into the other to grant full functionality. Such a scheme is a lot of extra work.
Try to do a universal app and see how big it gets. All of the code is shared and as long as you don't have too many iPad-only full screen images or iPhone-only full screen images, the universal app isn't much bigger than a non-universal app.

What changes does Apple require for app submissions as of 1st of May? [duplicate]

This question already has answers here:
What's the meaning of "App must be built for iOS devices with Retina display"
(3 answers)
Closed 9 years ago.
I've heard about and read some of the new regulations from Apple about submitting apps to app store.
Firstly, the new version of my app is nearly done and it supports the 4-inch screen now.
About the UDID regulation, I don't exactly know what it means and am not quite sure whether my app follows the rule, how should I check this?
And before I submit my app, what steps and setting should I do in my project? My last submitting was over 1 year ago with other's help, so I'm not confident in myself.
For example, how many icons do I need in my project? (currently I have icon.png, icon#2x.png, icon-small.png, appIcon-small#2x.png, icon-72.png, and icon-small-50.png).
I just want to be fully prepared to submit my app.
Thanks for any help!
Icon sizes are listed here:
http://developer.apple.com/library/ios/#documentation/userexperience/conceptual/mobilehig/IconsImages/IconsImages.html
The biggest shock for me, when submitting an app after a hiatus, was the 1024x1024 App Store icon. Who has artwork that big???
You will also need double-resolution screen shots for all device sizes (iPhone 4, iPhone 5, and iPad).
My book has a pretty good checklist of the things you'll need as part of your final preparations before submission:
http://www.apeth.com/iOSBook/ch09.html#_final_app_preparations

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