Fire Maple Games adventure games are ready to go!

Hey Perry (and everyone)!

Thanks so much for all your hard work with getting Desktop apps up and running!!!

I now have all 3 of my Corona adventure games (as well as my Adventure collection - which is all 3 games bundled into one product) successfully working as OS X apps!

So excited!

Can someone confirm how I detect that I am actually running a Desktop App?

Is it something like:

system.getInfo(“platformName”)…

I just need to know whether I am on a Desktop vs. a mobile device,  and further, whether I am on a Windows Desktop or an OS X Desktop.

Also, is it possible to detect if I am on one of the new retina Macs? Would like to double my window dimensions if so.

Finally, am I able to sign and submit these apps to the Mac App Store now?

Thanks!

Joe

Woohoo!  Glad to hear things went so smoothly. 

system.getInfo("environment")

will return simulator or device depending on whether you’re in the Simulator or a built app.

system.getInfo("platformName")

will return either Mac OS X  or Win for desktop apps so you can detect the case you want using a combination of these APIs.

You can definitely sign apps now (either using the Simulator’s build dialog or the OS X command line).  I haven’t submitted an app to the Mac App Store yet which is the only reason I hesitate saying “it’ll just work”.  As far as I know, it should work just fine.  If you have any issues with the “Validation” phase of the submittal, PM the log and I’ll take a look.

We’re still looking at how we’ll support Retina Macs which is complicated by the way OpenGL handles them.  Right now the display should be the same on either a Retina or non-Retina display.  Is that not the case for you?  I don’t see CoronaSDK OS X app windows 50% of the normal size on a Retina screen.

Getting closer!

Here are my 2 current issues(using daily build 2687):

  1. The correct icon is no longer displaying on the desktop. ( I am just getting the generic mac “application” icon).

This worked a few daily builds ago, perhaps something changed?

I do not have a retina Mac, so I believe it should be displaying the 512x512 icon?

I am 99% sure my .icns file is created correctly, with all necessary image sizes.

Upon launching the app, the correct icon IS displaying properly in the Dock.

  1. Currently the Build process generates a Mac .app, which is fine, but submitting an .app to the Mac App Store requires an Installer.

So you need to supply the Application Loader program a .pkg file.

I managed to successfully create and sign the Installer using the command line productbuild tool.

I was also able to successfully install the app using the command line: sudo installer -store -pkg GrislyManor.pkg -target /

However,

If I simply double-click on the .pkg file, not using the command line, I immediately get a javascript error: “There was an error reading the package.”

Apparently this might be caused by a BundleID name mismatch somewhere? Not positive though.

When I try to upload the .pkg through Application Loader,  I get the following error:

“No suitable application records were found. Verify your bundle identifier ‘com.example.Grisly Manor’ is correct.​There was an error reading the package.”

And thought that maybe that is where the error is coming from?:

com.example.Grisly Manor

I looked everywhere I could possibly think to look and everywhere I have com.firemaplegames.grislymanor correctly.

Maybe the BundleID is not being written correctly to the Info.plist inside the .app? The productbuild tool does use that .plist in its process.

Anyway… still super exciting!

I hope all of this helps. And these errors could absolutely be on my side since I really don’t know what I am doing :slight_smile:

Also, if Corona is able to create the Installer .pkg too that would be so sexy. That procedure was fairly painful!

Joe

  1. icns files

I recommend using an app to create .icns files from your artwork.  I use iConvert Icons (mostly because it creates Windows icon files too) but a quick search in the App Store for “icns” will reveal free alternatives.  With the right app you can start with a large icon (say 1024x1024) and it will create all the needed sizes.  I’ll make sure something hasn’t broken in that part of the code too.

  1. App Store submissions

We’re still working on the automation of this part of the process.  Thanks for the detailed info.

Hey Perry,

Yes, I used iConvert Icons to make the .icns file. It does appear correctly in the Dock when I launch the app, just not in the Finder. It used to work though, about 10 daily builds ago.

Thanks for all your hard work on this!

Please let me know if I can do anything else on my end.

Apparently my reading comprehension circuit is fried … the icon in the Finder!  Yeah, I see that and I think I know what the issue is so it should be fixed shortly.

Good work and useful informations! :slight_smile: Is it okay in terms of license if we try get one of our games to the Mac App Store?

Absolutely, we’re only hesitating because we know the process isn’t automated at all and don’t want to claim it’s “supported”.  It’s also fine to put an app up on your own site for direct downloading so long as you’re doing it in the full knowledge that it’s built with beta software and we’ll treat any issues as bug reports rather than emergencies  :wink:

Hi Joe,

did you get any error messages regarding sandboxing?

Tobias

The issue with Finder icons is fixed in Daily Build CoronaSDK 2015.2688

Is there documentation on the installer .pkg? And will this be something that’s an automated feature soon? 

Hey Joe, just wondering where you are with submitting to the store? 

We’re pretty close ourselves, just got a few niggling issues left with Episode 2 and then have to do some proper testing.

Woohoo!  Glad to hear things went so smoothly. 

system.getInfo("environment")

will return simulator or device depending on whether you’re in the Simulator or a built app.

system.getInfo("platformName")

will return either Mac OS X  or Win for desktop apps so you can detect the case you want using a combination of these APIs.

You can definitely sign apps now (either using the Simulator’s build dialog or the OS X command line).  I haven’t submitted an app to the Mac App Store yet which is the only reason I hesitate saying “it’ll just work”.  As far as I know, it should work just fine.  If you have any issues with the “Validation” phase of the submittal, PM the log and I’ll take a look.

We’re still looking at how we’ll support Retina Macs which is complicated by the way OpenGL handles them.  Right now the display should be the same on either a Retina or non-Retina display.  Is that not the case for you?  I don’t see CoronaSDK OS X app windows 50% of the normal size on a Retina screen.

Getting closer!

Here are my 2 current issues(using daily build 2687):

  1. The correct icon is no longer displaying on the desktop. ( I am just getting the generic mac “application” icon).

This worked a few daily builds ago, perhaps something changed?

I do not have a retina Mac, so I believe it should be displaying the 512x512 icon?

I am 99% sure my .icns file is created correctly, with all necessary image sizes.

Upon launching the app, the correct icon IS displaying properly in the Dock.

  1. Currently the Build process generates a Mac .app, which is fine, but submitting an .app to the Mac App Store requires an Installer.

So you need to supply the Application Loader program a .pkg file.

I managed to successfully create and sign the Installer using the command line productbuild tool.

I was also able to successfully install the app using the command line: sudo installer -store -pkg GrislyManor.pkg -target /

However,

If I simply double-click on the .pkg file, not using the command line, I immediately get a javascript error: “There was an error reading the package.”

Apparently this might be caused by a BundleID name mismatch somewhere? Not positive though.

When I try to upload the .pkg through Application Loader,  I get the following error:

“No suitable application records were found. Verify your bundle identifier ‘com.example.Grisly Manor’ is correct.​There was an error reading the package.”

And thought that maybe that is where the error is coming from?:

com.example.Grisly Manor

I looked everywhere I could possibly think to look and everywhere I have com.firemaplegames.grislymanor correctly.

Maybe the BundleID is not being written correctly to the Info.plist inside the .app? The productbuild tool does use that .plist in its process.

Anyway… still super exciting!

I hope all of this helps. And these errors could absolutely be on my side since I really don’t know what I am doing :slight_smile:

Also, if Corona is able to create the Installer .pkg too that would be so sexy. That procedure was fairly painful!

Joe

  1. icns files

I recommend using an app to create .icns files from your artwork.  I use iConvert Icons (mostly because it creates Windows icon files too) but a quick search in the App Store for “icns” will reveal free alternatives.  With the right app you can start with a large icon (say 1024x1024) and it will create all the needed sizes.  I’ll make sure something hasn’t broken in that part of the code too.

  1. App Store submissions

We’re still working on the automation of this part of the process.  Thanks for the detailed info.

Hey Perry,

Yes, I used iConvert Icons to make the .icns file. It does appear correctly in the Dock when I launch the app, just not in the Finder. It used to work though, about 10 daily builds ago.

Thanks for all your hard work on this!

Please let me know if I can do anything else on my end.

Apparently my reading comprehension circuit is fried … the icon in the Finder!  Yeah, I see that and I think I know what the issue is so it should be fixed shortly.

Good work and useful informations! :slight_smile: Is it okay in terms of license if we try get one of our games to the Mac App Store?

Absolutely, we’re only hesitating because we know the process isn’t automated at all and don’t want to claim it’s “supported”.  It’s also fine to put an app up on your own site for direct downloading so long as you’re doing it in the full knowledge that it’s built with beta software and we’ll treat any issues as bug reports rather than emergencies  :wink:

Hi Joe,

did you get any error messages regarding sandboxing?

Tobias