.app files for distrubution Questions

1). When I look into my .app file after distribution for the app store build all the .PNG files are black. Is that normal? And I can’t open them. For development build I can see the .PNG.and open them.

  1. Can the App Icons have an alpha channel? (“Icon-60.png”,“Icon-60@2x.png”,“Icon-60@3x.png”,“Icon-72.png”,“Icon-72@2x.png”,ect…) i read somewhere someone was was rejected because of alpha channel.  I made all my Icons so they have square corners. But I just checked and they have alpha channels! I can’t find the docs they say no alpha channel

This is what I could find The human interface guide

https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.htm

For all images and icons, the PNG format is recommended. You should avoid using interlaced PNGs.

The standard bit depth for icons and images is 24 bits—that is, 8 bits each for red, green, and blue—plus an 8-bit alpha channel, for a total of 32 bits.

You don’t need to constrain your palette to web-safe colors.

It appears that they can have an alpha channel …

3.) I have (@2x) images for all my images – so does that mean I can’t run my game on an iPhone 6 Plus?? It requires (@3x) images or is this just a recommendation? Should I remove the 5.5 inch screenshots and video?

4.) Lastly, “If your app indicates that it is optimized for XXXX” --where do you choose this option in iTunes connect? I don’t see it anywhere?

1.  Apple does a PNGcrush on the PNG files to optimize them.  I would think they should still be visible.  If an AdHoc build runs fine, your version you upload will be fine.

  1. App icons must not have transparent areas.  I always save mine out in Photoshop and never have problems with them.

  2. It takes a lot of words to describe how our content scaling and dynamic image selection works.  It all depends on your config.lua’s defined content area and what scale factor you’re using to pick the @2x versions, but the short answer is yes, it will work, but depending on settings it may have to size up the images to a level that is not acceptable to you.   If you’re making a game, you likely won’t need @3x images, but if you plan to support Retina iPads you probably want @4x images to avoid excessive resizing of small images to make them larger.  And again, depending on your config.lua and how big your images already are, it would likely downsize @4x images for the iPhone 6+.  If your graphics and config.lua are sized so that your @2x images are being used on an iPhone 4 or 5, then the iPhone 6 (not plus) would likely use a slightly streched up @2x image.

4.  You have to create a special splash screen using Xcode and include it in your project to get the “This app is optimized for iPhone 6” in the store listing.  See:  https://coronalabs.com/blog/2014/10/21/tutorial-building-multi-screen-launch-images-using-xcode-6/

Rob

Thanks Rob!

@Rob, I’m panicked… ugh. I’ve only been using a Development Certificate for developing my App for the last year. I never created a Ad Hoc certificate. I went straight to Distribution Certificate App Store to submit it for review.

So at whim I  made an Ad Hoc certificate just to  to check if the .PNG files are black. But for some reason I decided to upload the Ad Hoc using the AppLoader to the App Store! At then end it says “You will get an e-mail after you app is approved” (or something like that)

1.) Did I just send ANOTHER app to get reviewed???(It’s ad Hoc )

2.) Now I know why the PNG files are black – I didn’t realize that Distribution builds also create a .zip file :frowning: When I submitted my first Distribution for App Store review on the 20th I put the.APP file in a “Payload” folder and zipped it… i.e. the Payload folder has the .app folder inside and it looks normal…

Should I just panick or wait or unsubmit my app from review. Help

Well I know the answer to my first question. The ad Hoc version was uploaded to testFlight so everything is okay.

But I guess the question remains is it okay to not upload the .zip file (build) but instead .zip the .app file as a payLoad and submit that for review.

Thanks.

There are two certificates:  Development and Distribution.  the Distribution certificate is used for both an AdHoc Provisioning Profile and a For the Store Profile.  You use AdHoc to install on test devices.  You use the  for the store profile (I forget what Apple calls it) to submit your app.

We output a .app file and a .zip file.  You use the .zip file with Application Loader to submit your app.  You use the .app file to directly copy the app to your test device via Xcode’s Device’s screen.  I would not fight the system.

Rob

Yea I just removed my App from Review. Take a deep breath and resubmit tomorrow the right way… Thanks Rob :slight_smile:

1.  Apple does a PNGcrush on the PNG files to optimize them.  I would think they should still be visible.  If an AdHoc build runs fine, your version you upload will be fine.

  1. App icons must not have transparent areas.  I always save mine out in Photoshop and never have problems with them.

  2. It takes a lot of words to describe how our content scaling and dynamic image selection works.  It all depends on your config.lua’s defined content area and what scale factor you’re using to pick the @2x versions, but the short answer is yes, it will work, but depending on settings it may have to size up the images to a level that is not acceptable to you.   If you’re making a game, you likely won’t need @3x images, but if you plan to support Retina iPads you probably want @4x images to avoid excessive resizing of small images to make them larger.  And again, depending on your config.lua and how big your images already are, it would likely downsize @4x images for the iPhone 6+.  If your graphics and config.lua are sized so that your @2x images are being used on an iPhone 4 or 5, then the iPhone 6 (not plus) would likely use a slightly streched up @2x image.

4.  You have to create a special splash screen using Xcode and include it in your project to get the “This app is optimized for iPhone 6” in the store listing.  See:  https://coronalabs.com/blog/2014/10/21/tutorial-building-multi-screen-launch-images-using-xcode-6/

Rob

Thanks Rob!

@Rob, I’m panicked… ugh. I’ve only been using a Development Certificate for developing my App for the last year. I never created a Ad Hoc certificate. I went straight to Distribution Certificate App Store to submit it for review.

So at whim I  made an Ad Hoc certificate just to  to check if the .PNG files are black. But for some reason I decided to upload the Ad Hoc using the AppLoader to the App Store! At then end it says “You will get an e-mail after you app is approved” (or something like that)

1.) Did I just send ANOTHER app to get reviewed???(It’s ad Hoc )

2.) Now I know why the PNG files are black – I didn’t realize that Distribution builds also create a .zip file :frowning: When I submitted my first Distribution for App Store review on the 20th I put the.APP file in a “Payload” folder and zipped it… i.e. the Payload folder has the .app folder inside and it looks normal…

Should I just panick or wait or unsubmit my app from review. Help

Well I know the answer to my first question. The ad Hoc version was uploaded to testFlight so everything is okay.

But I guess the question remains is it okay to not upload the .zip file (build) but instead .zip the .app file as a payLoad and submit that for review.

Thanks.

There are two certificates:  Development and Distribution.  the Distribution certificate is used for both an AdHoc Provisioning Profile and a For the Store Profile.  You use AdHoc to install on test devices.  You use the  for the store profile (I forget what Apple calls it) to submit your app.

We output a .app file and a .zip file.  You use the .zip file with Application Loader to submit your app.  You use the .app file to directly copy the app to your test device via Xcode’s Device’s screen.  I would not fight the system.

Rob

Yea I just removed my App from Review. Take a deep breath and resubmit tomorrow the right way… Thanks Rob :slight_smile: