My current game is for iOS only and I’m designing different asset sets for each device to achieve pixel perfect rendering. One set for the iPhone 4/5 devices. iPad uses the iPhone 4/5 set for the most part but uses some specific tablet-sized images to make up for the height difference (640 vs 768). iPad 3 and above use a @2x image set. So there is no scaling/resampling going on. I was keen to follow the same approach for the new iPhone 6 devices and hence the questions about pixel perfect rendering.
Also, the current bundle size is quite small since the assets aren’t too big. So creating two additional sets for the new iPhone 6 devices will probably increase the bundle size by 2 MB, which is fine by me.
But I concur that my current approach will be impractical for many apps/games out there.
Thanks for the patient replies so far, Rob. I’ll look forward to the blog posts.
I’m starting to suspect it might be the new Xcode 6 “Launch Screen File” that may trigger this. I have a few apps waiting for review and a few have a Launch Screen File (without a UILaunchImages array) and another only has the launch screens for 6 / 6 Plus in a UILaunchImage array. It’s going to be interesting to see if this is the case.
(BTW. A Launch Image File can only be included if you have an Enterprise license since it requires access to the Xcode project)
The popular iOS game Badland was recently visually optimized for iPhone 6 devices. But the ‘Compatibility’ section for that game in the app store doesn’t mention anything about iPhone 6 devices either. And I’m pretty sure they aren’t using Corona SDK for their game development. So this is an issue all iOS developers must be facing. I guess this too will be addressed in time.
Meanwhile, if you haven’t done it already, you can probably add the iPhone 6 compatibility note to your app description.
The popular iOS game Badland was recently visually optimized for iPhone 6 devices. But the ‘Compatibility’ section for that game in the app store doesn’t mention anything about iPhone 6 devices either.[…]
This is one of the reasons why I think it’s the new Launch Screen File that triggers this as I don’t think many developers/studios have starting using it yet.
It’s going to be interesting to see when my apps that use it have been approved.
The app I submitted (and which got approved) had a launch screen file and launch images for iPhone 6 (Portrait 4.7, Landscape & Portrait 5.5). I don’t have any screenshots for iPhone6.
The App Description in App Store says optimized for iPhone 5.
My Corona apps got approved today and they’re all indicated as “Compatible with iPhone 5, iPhone 6 and iPhone 6 Plus”.
These apps are compiled with Enterprise and *only* have a Launch Screen File. I do not use the UILaunchImages key at all which might be what makes the difference others are seeing with their approved apps.
I have one app still waiting for review that uses the UILaunchImages key. Let’s see what happens when it’s approved.
The info is not in iTunes Connect. You’ll have to go to your app’s download page in the App Store and look under the description (where you see seller name, version info etc).
However I’d assume that this info is only available after you release it…not sure though.
It’s going to be interesting to see how my remaining app that only uses UILaunchImages will be classified. It should be in review any day now. My working theory at the moment is that apps with only Xcode’s new Launch Screen File (a no UILaunchImages array) are regarded as optimized for iPhone 6 and iPhone 6 Plus.
But I still think there must be some other way to get the App Store to classify the apps properly.
perhaps comparing the build.settings files would help to find the issue. I think at the moment nobody knows exactly what triggers the “Compatible with iPhone 5, iPhone 6 and iPhone 6 Plus” mode.
I have no build.settings file as I use Enterprise. However I do plan to compare the Info.plist in the app bundle generated by a Pro subscription build. However I await the approval of my remaining app that only uses UILaunchImages. If it isn’t classified as optimized for iPhone 6 / iPhone 6 Plus, then we can make a preliminary conclusion that UILaunchImages isn’t enough to trigger it.
One thing we do know for a fact: Having Xcode 6’s new Launch Screen File without UILaunchImages triggers the classification.