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Kitty Hello

Quote from: Kitty Hello on 2011-Nov-05
Please try to code-sign and upload this package with Application Loader on the Mac for the iTunes Store.
If it worked, please post how/what you did. It's done then.

Yes. Please download the package, and make a dummy app on your iTunes Connect account. Then try to code-sign it and upload that package. I'm a bit confused when it comes to Apple stuff. Usually Trucidare does all this for me  :nw:, but he's pretty busy with his new job ATM.

trucidare

ok here is how to do on mac:

- Extract iOS.zip
- Open Terminal
- Navigate to .app directory
- type codesign -fs "iPhone Distribution" _support.app
- wait
- if no errors apear right klick ob .app folder an archiv
- start ApplicationLoader /Developer/Applications i think
- choose your waiting for upload entry
- press send
MacBook Pro 2,2 GHz Core 2 Duo, 4 GB RAM, 160 GB HDD, 8600M GT
Core i3 - 3,07 GHz, 8 GB Ram, 2.5 TB HDD, Geforce GTX 260+ OC

bigsofty

Thank you for  that but what is the purpose?
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

trucidare

u need a mac to upload a app to apple. so you have to resign it before uploading
MacBook Pro 2,2 GHz Core 2 Duo, 4 GB RAM, 160 GB HDD, 8600M GT
Core i3 - 3,07 GHz, 8 GB Ram, 2.5 TB HDD, Geforce GTX 260+ OC

bigsofty

I don't have a dev account at the moment,can anyone confirm that this is working?
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

Ian Price

It's been so long since I compiled anything for iOS that I've forgotten how. Not only that, last time I did, I used XCode 3...

I really need to get back to iOS via the Mac - although I hope that Windows will be an option soon.
I came. I saw. I played.

Kitty Hello

Quote from: trucidare on 2011-Nov-14
ok here is how to do on mac:

- Extract iOS.zip
- Open Terminal
- Navigate to .app directory
- type codesign -fs "iPhone Distribution" _support.app
- wait
- if no errors apear right klick ob .app folder an archiv
- start ApplicationLoader /Developer/Applications i think
- choose your waiting for upload entry
- press send

Can we make a script file that does this, so you only drag+drop the .app directory on the script and it makes a signed zip?

Albert

#97
There's a mac_codesign.pkg (or similar) file in the newest glBasic\Tool dir. Is it that? When can we use it to codesign our iOS app on windows? I'm waiting for this, would be really good stuff.

Hatonastick

Quote from: trucidare on 2011-Nov-14
u need a mac to upload a app to apple. so you have to resign it before uploading
So are you saying even if we can compile on Windows, we still need a Mac to upload it to the store?
Mat. 5: 14 - 16

Android: Toshiba Thrive Tablet (3.2), Samsung Galaxy Tab 2 (4.1.2).
Netbook: Samsung N150+ Netbook (Win 7 32-bit + Ubuntu 11.10).
Desktop: Intel i5 Desktop with NVIDIA GeForce GTX 460 (Win 8.1 64-bit).

Kitty Hello

Yes. No Mac, no upload to iTunes :(
The mac_codesign.pkg is (as the name says) the code signer for the Mac-Appstore apps.

Hatonastick

Darn, that's annoying then. :(
Mat. 5: 14 - 16

Android: Toshiba Thrive Tablet (3.2), Samsung Galaxy Tab 2 (4.1.2).
Netbook: Samsung N150+ Netbook (Win 7 32-bit + Ubuntu 11.10).
Desktop: Intel i5 Desktop with NVIDIA GeForce GTX 460 (Win 8.1 64-bit).

Albert

That's ok, but we will can compile/upload and test with using only Windows? And when we upload the game to the store then we torn on the Mac and make it on it.