Problem with deploy the App in the AppStore

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michael

Situation:
I have update one of my app with a premium and registed versionof GLBasic  and test  it with the dev certificate on my iphone ios 5.0.1. Everything is ok and the app is not running in the demo mode (no white rect upper left every 30 seconds, and the app will not stop after 3 minutes). The App was compiled with xcode 3.x
When I sign the distribution certificate to the app and make a new build (first cleaned up) for the delivery via App Store, the app will create. I zip the new build and submit it to Apple. A few days later I get the OK from Apple that the code is testet and it is ready for sale. When I load the app via App Store I allways have the Problem, that the app is running in the demo Mode (white rect upper left and it stop after 3 minutes...)  :rant:

Question:
Has somebody build and and deploy an app in App Store in the 2012? And is everything works fine ? Has anybody an idea why this happens?  :giveup:

Thanks for any feedback  :enc:
Michael

Crivens

Yes, mine (Snake Revolutions) went on there a couple of days ago with no problems. You can get a free promo code if you look on the bonus board if you want to check it out.

What demo mode? I thought you couldn't compile for iOS with the demo version of GLB...

Cheers
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spacefractal

That sound very strange since you can't compile demo glbasic in iOS at all. It's what have happens, I wonder why apple did not reject that?

So I guess it's more conflict between beta and approved on same machine. It can sometimes been strange with save game, but should still not act like that.

Only I can say its not install premium on top on demo, which might have caused it.... It's a shoot.
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Nathan

I just did with the demo version of GLB I have here at work.  It created a distribute folder and everything.

Crivens

Hmmm. It *definitely* said when I bought GLB that you couldn't do 3D or iOS with the demo version. Either that has changed or it was calling our bluff all along :)

Cheers
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Kitty Hello

It does work. But if you use 3D, NET or mobile platform features, it switches into the DEMO mode.

spacefractal

he said he did registred glbasic, so I wonder there is still demo check in the final versionm, when updated directly top on the demo and apple did not reject it for crashing?

So hence I guess you still reinstall glbasic to a different folder and try and resubmit again. Some demo files might have been remained for some strange reasons.

... And annoncing it here too of course :-D, and welcome to.
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michael

have try a lot of thing together with Gernot. new serial, new installation on my old laptop, I have the error again and again but not when I submit it to my ios devices (iphone, ipad)...

in the help for the ipad I saw that the Base iOS must set to ios 3.2, I have only installed iOS files for 4.3, can this be the reason for the error or is this just an old text in the online manual ?

michael

which xcode version you use ? which GLB Version do you use ?


Quote from: Crivens on 2012-Feb-14
Yes, mine (Snake Revolutions) went on there a couple of days ago with no problems. You can get a free promo code if you look on the bonus board if you want to check it out.

What demo mode? I thought you couldn't compile for iOS with the demo version of GLB...

Cheers

spacefractal

#9
which kind of error? the demo issue?

Here in xCode, its have listed by two devices in the device list from "Scheme" when I plug them in my Mac. The first one allways produce errors, but second one from the list works perfect (despite many warnings, which is normal). Strange, but not a glbasic issue here.

I use xCode v4.2 and iOS5.0.1 (but the game have been nicely worked on iOS4).

Under Build Settings you should allways set the Base SDK to the newest iOS version, while Deployments (under Summary) can set to 3.1.1 (newest version for iPhone 3g and older).

PS. and yes setting Base SDK to older device can been that issue, you should not do that.
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ampos

Im using XCode 3 and compile fine. I have never touch anything related to base sdk or target sdk. Just debug/release in XCode when compiling and something that says "iphone/ipad".

Try removing the whole xcode folder in your proyect and compile again.
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