Put my app on "pre-order" on App Store [closed] - ios

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I'm making a game on iOS, and I'd like to know if it's possible to make a "pre-order" on my app.
Example : I want to release my game on May. Is it possible to publish it on March but just for "pre-order" ?
It's a good way to see if the app is appealing or not.

The iOS app store has no such functionality. You can only make it available or not, there is no "pre-order" status.

No, it's like "demo", "beta" policy and so on. You cannot do this in AppStore.

No, that's not possible.
You can only release apps that are fully functional.
That's why you can't release beta apps.

This is not possible. If you want to "test the waters" and/or build "hype" best thing you can do is create a landing page website with a good app description/image and see how many people are willing to leave their emails on your entry form.
Then on launch day you email blast those people.

If the app doesn't work or look like a beta, you don't have to call it a beta in the description sent to Apple. If your app is complete and good enough for Apple to approve it after it's submitted, you still don't have to release it immediately. When in the approved but unreleased state, you might be able to use up to 50 iTunes redemption codes to allow further reviewing of your app.
Before you can update the unreleased app, you might have to release it for a couple hours at 3AM in only Monte Carlo or equivalent.

You can use a service like TestFlight to release a Beta to a limited number of people (I think you can release to a max of 1000 with TestFlight)
More information on TestFlight here - http://www.testflightapp.com/

Apple inc. has strict guidelines for App submission and it review.
You can have a look at this.
You requirement for pre-order app submission violates oint 2.9: Apps that are "beta", "demo", "trial", or "test" versions will be rejected.
This link will give you more insight on the process.
So you have to either cut-short the game of yours and submit it as full-functional app. Apple doesn't care how much level your game has. And in later on-releases you can add the levels and updates. But make sure you adhere with the guidelines and do not display the "demo/trial/etc".

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App submission with coming soon alert [closed]

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I am new in ios development. I have created one app, in this app some features are not available right now. So my question is can i submit my app to app store with same design by giving coming soon alert for those features. Thanks in advance.
It is likely that your app will be rejected if you include such an alert. Refer to section 2.1 of the App Review Guidelines:
2.1 App Completeness
Submissions to App Review should be final versions with all necessary metadata and fully functional URLs included; placeholder text, empty websites, and other temporary content should be scrubbed before submission. Make sure your app has been tested on-device for bugs and stability before you submit it, and include demo account info (and turn on your back-end service!) if your app includes a login. If you offer in-app purchases in your app, make sure they are complete, up-to-date, and visible to the reviewer, or that you explain why not in your review notes. Please don’t treat App Review as a software testing service. We will reject incomplete app bundles and binaries that crash or exhibit obvious technical problems.
And
2.2 Beta Testing
Demos, betas, and trial versions of your app don’t belong on the App Store...
You should remove all reference to "future functions" and put it back in when the function is available.
Yeah, as per my knowledge you can submit but it must not crash on iphone or ipad and must follow all the guidelines of apple. Because coming soon is on kind of UI of your app so i don't think that it will be rejected due to this kind of stuff.
You should refer App Store Review Guidelines for more details.

iOS Apple Developer App Guidelines [closed]

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I've read through Apple's iOS app submission guidelines, although my question is more in regards to the rules (if applicable) after it's been approved.
Basically what I'd like to know is if a developer is allowed disable certain functionality in an older version of an app so that the user is essentially forced to upgrade to a newer version? This could also include making the user download another completely separate app (that the functionality was previously in the old version) in the process.
Is this allowable, or is there something that specifically says that's against the guidelines/rules? If anyone knows the answer to this and could provide the source of the info that would be great. thx.
You can't force user to upgrade app but if you want so or there is no other option then you can launch the App Store so that your users can get the latest version from there. or you can display some UI which does nothing except giving update option!!
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:iTunesLink]]; //your app's itunes link to open it when user open the app
You can refer Apple forums and can check this answer.
hope this will help :)
Do you really think anyone would download the new version? Customers would swear at you and find a different app. If they paid, they will ask for a refund, and Apple will give them the full refund. Since Apple only gives you 70% of the sales price, and the full refund comes out of your pocket, a full refund will cost you real money.
Apple's interest is in selling phones. You are welcome as long as you help them selling phones. If you are an ass and upset Apple's customers, Apple will do what they can to upset you.

Can I publish an application that some of its features and UI are altered due to expiration date? [closed]

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I'm working on a Keyboard extension for iOS. One of the requirements I have is to provide a functionality in which the keyboard's design and word prediction capabilities are temporary. Meaning after a month/45 days I want to change the keyboard looks and disable the word prediction capabilities until the user buys those again using the in-app purchase mechanism.
Basically I want to provide the app for the user for a trial period after which the application becomes less functional.
I have implemented those behaviors in the Android app and now I'm required to perform the same functionality in the iOS app.
The question is: Is this type of app behavior is allowed by Apple, or will I be rejected for this?
The Answer is No, You can't Publish trial Base Apps.
As per App Store Review Guidelines :
2.9 Apps that are "demo", "trial", or "test" versions will be rejected. Beta Apps may only be submitted through TestFlight and must follow the TestFlight guidelines
Possible Solution:
I Don't know what features you have in your App. But this might help you.
You can use Subscription based inApp purchases where user can purchase & enable some feature & that will be available for some limited period.
For more details check out here: https://developer.apple.com/in-app-purchase/
Hope it will help you.

how to adopt agile developmemt for iOS app while Apple take weeks to review it? [closed]

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Good day!
As we know in agile development we need "quick feedback" to get incremental delivery. But in iOS development it is difficult due to the long time review process.
Each submit to appstore cost us one to two weeks to wait for our app to go live.
During that period we have to start our new iteration without any online feedback and then, 2 weeks later we have to pause our development to solve online issues once the review process passed.
In this case how can we adopt agile development practice ?
No general rule that will fit all and solve all your problems, but here are some advices that will help:
Leverage iTunes Connect Testflight and your social channels to create an army of beta testers that can give you early feedback if something is terribly wrong
Dont stop development while your app is in a review, just continue working on whatever comes next and be ready to jump back to fix some issues
Prioritise app store feedback high
Don't be afraid to use expedited review feature, but again don't over use it as it will get us all in trouble.
Do user testing before actually developing features if possible
Automate testing as much as possible
These things among others will make your life easier, some of them are just best practices that can be applied in any other environment not just app store...
Good question. I think you should schedule a sprint only for "review issue" and start it only if there are some problem.
The review time it's about 4-5 days not 2 weeks I think.
Well, I use fabric to distribute my app to several beta users, make sure everything is tested as much as possible and then push application to appstore.
When you actually push your app you should be sure there will NOT be any major issues. As much as you test some small things might go by, but not major issues. Another key would be to have a team of testers that will test your app all the time.
Also, if your app is not working properly, you will get denied by Apple.
In the end, your fixes shouldn't take more then one day, or equivalent in story points.
You can define external and internal testers while using TestFlight. Since uploading a build doesn't have a review process, then you can upload a new one every-week and your testers will receive a notification each time an update is available.

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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