Apple rejection #2 Please Help!

Hello everyone, I started to learn game development a few months ago using corona and I have finally finished my first game. Unfortunately I just received my second rejection from apple, both of which I don’t understand. This is my first post to these forums, sorry if it’s a long one.

Rejection #1:

“2.2 - We found that your app exhibited one or more bugs, when reviewed on iPad running iOS 7.1.1, on both Wi-Fi and cellular networks, which is not in compliance with the App Store Review Guidelines.”

The issue according to apple was the splash screen would get stuck on the screen and the app would never load. My app was targeted to iPhone and iPod only, I double checked my Binary details and it was all correct, so I responded to apple asking why they were testing on an iPad when it was only targeted towards iphone/iPod. They responded saying that the app still needs to be able to run on an ipad and referred me to this guideline

“2.10 -iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution”

This was news to me. So I went and tested on my old original iPad first gen and the game ran perfectly at 1X and 2X resolutions as required by apple, so I was confused. Either way this rejection motivated me to go back and update my game to run on iPad at full resolution. I completed my changes, purchased a new iPad Air and the game ran perfectly. After days of testing on iPhone 3G (iOS 6.1.6), iPhone 4 (iOS 7.1.1), iPhone 5 (iOS 7.1.1), iPad 1 ( iOS 5.1.1)  and  iPad Air ( iOS 7.1.1) all performing flawlessly, I uploaded my new binary.

Rejection #2:

“2.2 - We found that your app exhibited one or more bugs, when reviewed on iPad running iOS 7.1.1, on both Wi-Fi and cellular networks, which is not in compliance with the App Store Review Guidelines.”

Same issue, according to apple they found the app does not load. The splash screen loads indefinitely. They once again attach an image of my splash screen. I have no idea where to go from here. With my devices connected to my laptop I get no errors in my console, no errors in corona, no crashes on my devices. Is there something I’m missing? Any ideas? I’m extremely frustrated. Is there an issue with my binary?  Any help would be greatly appreciated.  Thank you

Joe

I have the same error

Do you have a custom splash screen (that you shown on main.lua)?

Can you ask them to send you a console log?

Hi,

Thanks Rob,the App HSK-II is very easy, no ads,no wifi,nogps,no links,… and  engine code is simple, I have others app in applesotewith similar code.

I cant understand a Apple Team

The msj:

We found that your app failed to install on iPad running iOS 7.1.1 iPhone 5s running iOS 7.1.1, on both Wi-Fi and cellular networks. failed install logs have been attached for your reference. This review was conducted on iPad running iOS 7.0.4 with Wi-Fi and cellular network connections.

For information about the watchdog timer, please see Technical Q&A: Application does not crash when launched from debugger but crashes when launched by user..

Another possibility could be a missing entitlement. For more information, please see the Technical Note: Resolving “0x800003A”, applications not launching and “missing entitlement”.

For discrete code-level questions, you may wish to consult with Apple Developer Technical Support. When the DTS engineer follows up with you, please be ready to provide:

  • complete details of your rejection issue(s)
  • screenshots
  • steps to reproduce the issue(s)
  • symbolicated crash logs - if your issue results in a crash log

=========================================================

The log:

May 21 10:47:37 ZepplinPad installd[17] <Notice>: 0x1005ac000 MobileInstallationInstall_Server: Installing app HSK-II
May 21 10:47:38 ZepplinPad installd[17] <Notice>: 0x1005ac000 MobileInstallationInstall_Server: Staging: 7.37s; Waiting: 0.00s; Installation: 0.80s; LS Sync: 0.00s; Overall: 8.17s
May 21 10:47:38 ZepplinPad itunesstored[100] <Warning>: LaunchServices: ERROR registering application HSK-II
May 21 10:47:38 ZepplinPad itunesstored[100] <Warning>: LaunchServices: installPhaseFinishedForProgress: HSK-II.Installing - <NSProgress: phase=Installing; state=Active; fractionCompleted=0.900000> called, removing progress from cache
May 21 10:47:38 ZepplinPad lsd[76] <Warning>: LaunchServices: installation ended for app HSK-II
May 21 10:47:38 ZepplinPad lsd[76] <Warning>: LaunchServices: installation failed for app HSK-II
May 21 10:47:38 ZepplinPad lsd[76] <Warning>: LSInstallProgress: Could not find parent progress for HSK-II, it may have been removed
May 21 10:47:38 ZepplinPad lsd[76] <Warning>: LSInstallProgress: In observeValueForKeyPath:userInfo.installState could not find parent progress for HSK-II, it may have been removed
May 21 10:47:38 ZepplinPad lsd[76] <Warning>: LSInstallProgress: In observeValueForKeyPath:userInfo.installState could not find parent progress for HSK-II, it may have been removed
May 21 10:47:38 ZepplinPad lsd[76] <Warning>: LSInstallProgress: In observeValueForKeyPath:userInfo.installState could not find parent progress for HSK-II, it may have been removed
May 21 10:47:38 ZepplinPad lsd[76] <Warning>: LSInstallProgress: In observeValueForKeyPath:fractionCompleted could not find parent progress for HSK-II, it may have been removed
May 21 10:47:38 ZepplinPad Aquarium[1572] <Warning>: Download for app HSK-II (HSK-II) failed: Error Domain=SSMobileInstallationErrorDomain Code=0 “The operation couldn’t be completed. (SSMobileInstallationErrorDomain error 0.)” UserInfo=0x186340a0 {SSErrorInstallErrorNameKey=RegistrationFailed}

@joanpao

Not much to go on from the logs.

Which versions of the following do you use?

  1. Corona SDK version

  2. Xcode version

  3. OSX version

@Renato - Red Beach -  I have all my default.png files as plain black backgrounds. Then in my main.lua i have storyboard jump to a custom splash screen of my company logo named CompanyLogo.lua. Then in CompanyLogo.lua i have a timer setup to fade to StartGame.lua after 10 seconds. The screen capture apple sent me is of the companyLogo.lua screen so I’m assuming the error is happening sometime after main.lua and before it loads StartGame.lua. Again all these transitions work fine on my devices but not on apples for some reason.

@Rob Miracle - I will ask and see what they say, I double checked my iPad air console and i do see these errors.

#1 “backboardd[31] <Error>: HID: The ‘Passive’ connection ‘EarthDefender-Sa’ access to protected services is denied.”

#2 “backboardd[31] <Error>: HID: The ‘Passive’ connection ‘AdSheet’ access to protected services is denied.”

#3 “AdSheet[753] <Error>: Could not successfully update network info during initialization.”

#4 “<Error>: Could not successfully update network info during initialization.”

Im assuming numbers 2, 3 and 4 are iAds not being able to find an ad because my backup AdMob kicks in and shows an ad, so i wasn’t to worried about it. number 1 on the other hand I’ve seen a bunch of people on here get this and haven’t seen a solution anywhere.

Some more info, I’m using:

Corono Version 2014.2189(2014.3.6)

Xcode 5.1.1

OSX version 10.9.3

–Update - i just noticed this morning when running my app in corona the terminal said that TapforTap SDK was out of date and updated its self. I wonder if that could have been an issue, anyone else using TapforTap notice this?

Corona Simulator[2111:507] PluginSync: plugin com.tapfortap/plugin.tapfortap needs to be updated for platform mac-sim to build number: 1096

 

Corona Simulator[2111:507] PluginSync: downloading plugin: http://plugins.coronasphere.com/

com.tapfortap/plugin.tapfortap/2013.1096/mac-sim/plugin.tapfortap.zip

 

 

@awdturbo2g, @joanpao

I see #1 in my live apps as well. It seems to be an iOS 7 thing, but it doesn’t affect the app at all. Haven’t been able to track it either…

FWIW, 10 seconds to wait looking at a splashscreen… whoa!  That’s a looooong time! Not saying that’s the issue here, but it’s a bit too long in my opinion.

My current suspects are:

  1. *Maybe* the reviewer thought the app got stuck after about 5 seconds?

  2. A corrupt distribution profile that gets through their validation somehow but causes the app to fail installation.

  3. This is quite a longshot, but one thing I’m thinking of is that Apple as of May 15th requires all apps to be built with Xcode 5.1.1.

Corona Build 2189 didn’t do that until a few days ago. This might mean that if you uploaded the binary last week Corona internally compiled it with Xcode 5.1. Maybe there’s some internal checking at Apple where it refuses to install apps not built with 5.1.1.

Now, the App Store rejects any app if you try to upload it built with anything less, however last week Apple happily accepted such binaries. You might have just been unlucky to have been subject to their transition phase.

@ingemar I was slighting off on my splash screen times, its actually only 2.5 seconds, just long enough for the logo to transition in. My mistake. Yes 10 seconds would be a really long time LOL. 

Options 2 and 3 will hopefully help @joanpao, but in my case they seem to be able to install the game and get it to at least load…kinda

I was just going to try to resubmit and see what happens. I did ask apple for a crash report, we will see if they respond. 

On a side note, In my rejection they only mentioned the iPad, Ive seen other peoples rejections mention multiple devices. Does this mean the game ran fine on everything else? if thats the case then I’m even more stumped. I did ask this question to apple but they never responded, just pawned me off to tech support. 

@awdturbo2g

I did ask this question to apple but they never responded, just pawned me off to tech support. 

That’s weird. Did you go through the Resolution Center of iTunes Connect?

To get there, after you log in to iTunes Connect, select “Manage Your Apps”, and then select your rejected app with a yellow warning icon. At the top of the screen that follows you’ll see a notice that the app has an issue, and a link to the Resolution Center where you can send messages directly to the review team. They usually respond quickly and on-point.

@ingemar - Yeah i have been speaking with then through the resolution center.

My question:

“Hello, Is this App performing on iPhone and iPod? I have tested on iPhone 3G (iOS 6.1.6), iPhone 4 (iOS 7.1.1), iPhone 5 (iOS 7.1.1), iPad 1 ( iOS 5.1.1), iPad Air ( iOS 7.1.1) all are performing flawlessly. I am not sure how to proceed since i am not getting any errors. Ive attached a photo of the game running on both iPad and iPad Air devices mentioned above. Could there be a problem with the binary my program is creating? i am using Corona SDK.”

Apple response:

Thank you for your response. After taking another look and reviewing your reply, it seems your issue would be best addressed by Apple Developer Technical Support , who can provide discrete code-level assistance. 

To ensure the DTS engineers can best help you, be sure to include any available symbolicated crash logs, screenshots, or steps to reproduce the issues encountered in your request.

For information on how to read or symbolicate a crash log, please see Tech Note TN2151 Understanding and Analyzing iPhone OS Application Crash Reports.

@awdturbo2g

I can understand your frustration. You’ve tested on so many devices and iOS versions, yet you still get your app rejected based on your app not being able to start on their end.

At the moment I have no more suggestions. I’ll let my subconscious take over and see if it can come up with something new  ;).

I appreciate all the help, i will keep trying things and update you guys when i figure it out. 

My Corona SDK is 2014.2317, my xCode is 5.5.1 my OS X  10.9.3 … 

my config.lua

– config.lua for project: Confucius Provinces

– Managed with http://OutlawGameTools.com

– Copyright 2013 . All Rights Reserved.

– cpmgen config.lua

application =

{

content =

{

width = 320,

height = 320 * display.pixelHeight / display.pixelWidth,

scale = “letterbox”,

audioPlayFrequency = 44100,

imageSuffix={

["@2x"]=2

}

}

}

 and the build.settings

– build.settings for project: ConfuciusProvinces

– Managed with http://OutlawGameTools.com

– Copyright 2013 . All Rights Reserved.

– cpmgen build.settings

http://docs.coronalabs.com/guide/distribution/buildSettings/index.html

http://developer.coronalabs.com/content/configuring-projects

http://developer.android.com/reference/android/Manifest.permission.html

settings =

{

android={

usesPermissions={

“android.permission.INTERNET”,

“android.permission.MODIFY_AUDIO_SETTINGS”,

    },

    },

  iphone ={

        plist =

        {

            UIPrerenderedIcon = true,

            UIStatusBarHidden = true,

            UIAppFonts ={ “fetteengschrift.ttf”,

                          “Comic Sans MS.ttf”,

                          “HelveticaNeueLTStd-Ex.otf”},

                          --facebook

                          UIApplicationExitsOnSuspend = false,

                          CFBundleDisplayName = “YCT-IV”,

                          CFBundleIconFiles = {

          “Icon.png”, 

“Icon@2x.png”, 

“Icon-Small-40.png”, 

“Icon-Small-40@2x.png”, 

“Icon-60.png”, 

“Icon-60@2x.png”, 

“Icon-72.png”, 

“Icon-72@2x.png”, 

“Icon-76.png”, 

“Icon-76@2x.png”, 

“Icon-Small-50.png”, 

“Icon-Small-50@2x.png”, 

“Icon-Small.png”, 

“Icon-Small@2x.png”

}}},

orientation =

{

default = “portrait”,

content = “portrait”,

supported = {“portrait”},

},

}

Can your help

You should remove your facebook AppID from the post above!

This is a public forum, and there’s a risk that it could be misused.

I don’t see anything obviously wrong in your settings.

It’s tough to manage this thread because you guys are having different issues.  Lets start with @joanpao.

Your app is failing to install, not failing to run.  @awdturbo2g’s is apparently crashing after it starts.   So looking at @joanpao’s issue first.  I’m going to have to go with a corrupt entitlement.  Did you compile the app with a non-AdHoc provisioning profile?  I would build and try again. 

@awdturbo2g your issue is completely different.  First this error:

#1 “backboardd[31] <Error>: HID: The ‘Passive’ connection ‘EarthDefender-Sa’ access to protected services is denied.”

Is your app named EarthDefender-Sa?  I’ve sen this HID Passive connection error show up a lot.  Its usually not from my app (or the other Corona Users’s app), so I don’t think it’s much of a problem.  If that is the name of your app, perhaps we need to look at your build.settings.  But by all means, re-download 2189 and reinstall it.  The older version doesn’t meat Apple’s requirements for Xcode 5.1.1.  The new one released a few days ago does.

“Did you compile the app with a non-AdHoc provisioning profile?” …I cant undestand this issue …Can you explain a bit

Look at this screen shot from the Apple Provisioning Portal when creating a new profile:

ProvProfile.png

You need a profile with “App Store” selected, not “AdHoc”.  AdHoc is used a lot for device testing.

Rob

Thanks for all the help guys, This forum is always really good at helping fellow developers, no matter how new they are :slight_smile:

Well heres an update on my issue. This was probably a giant newbie mistake but i realized that all the testing i have been doing on my devices have been under a straight up development provisioning profile. After some reading and watching my corona terminal during builds i learned that corona does not build development apps the same way it builds distribution apps, i guess for distribution it does a lot more checks when building. So i figured i wasn’t seeing the same issues as apple because i was working with a different build “type”. I went back and created an AdHoc distribution profile since that pretty much builds the same way as a distribution to the app store, built my app using that and finally was able to recreate the error apple was seeing on my ipad! It was failing to find a background image on the start screen saying (background) was nil.

The issue was actually pretty strange but easy to fix, i had a background.png image in my code but the actual file in the folder was background.jpeg, the extension was hidden in the folder so i never noticed this. I could see in the terminal window while building the AdHoc app that it had errors with that file saying it was not a .png file. I went back and saved it as a .png file and now everything runs great on an AdHoc build. I just re-submitted to apple, we will see what happens but i feel good about it. Im just trying to figure out why corona or Xcode didn’t catch this. My code calls for display.NewImageRect( " background.png ") and ran fine in the simulator and on my devices, but the file in the folder was actually a .jpeg file.

Ill let you guys know if it gets approved this time. 

Glad to hear it.