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App Rejected - Your app did not run at iPhone resolution when reviewed on iPad — Gideros Forum

App Rejected - Your app did not run at iPhone resolution when reviewed on iPad

hgvyas123hgvyas123 Guru
edited November 2012 in General questions
this is the report by apple for rejecting my game i cant understand anything

"
2.10

We found that your app did not meet the requirements for running on iPad, as required by the App Store Review Guidelines.

Your app did not run at iPhone resolution when reviewed on iPad.

For information on iOS device screen sizes and resolutions, see The Display is Paramount, Regardless of its Size, in the iOS Human Interface Guidelines and Points versus Pixels, in the View Programming Guide for iOS.



For discrete code-level questions, you may wish to consult with Apple Developer Technical Support. Please be sure to:

- include the complete details of your rejection issues
- prepare any symbolicated crash logs, screenshots, and steps to reproduce the issues for when the DTS engineer follows up.

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

If you have difficulty reproducing this issue, please try testing the workflow as described in Testing Workflow with Xcode's Archive feature".

"

what the hell is the issue over here as far as i know my game runs fine on ipad even though it is for iphone only ofcourse with the small screen inside it any ways i am going to chk it again in the case some one can understand the issue plz help.

thnx

:)

Comments

  • yeah it is working in the ipad2 as i had expected so any guess for rejection
  • OZAppsOZApps Guru
    Accepted Answer
    @Hgvyas,

    1. Is it a universal build?
    2. Does it work on the *new* iPhone5 resolution (that is what they are looking for these days)
    3. Generally they do enclose an image in a zip file or some details, if not you can send them an email and ask.
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • 1) no it is only for iphone

    2) i had not put default-568@2x.png so whatever will be the default setting according to ios it will work in that way although not sure for iphone5 it is not with me not with any frndz

    3) all the info they had given me i had posted above about sending email i will send them but not sure whether they will reply or not

    :)
  • Interesting, they have tested the iPhone app on the iPad and it does not run on iPhone res, wonder what that means...

    I believe this is a Gideros project and what is the project setting that you have used? In terms of scaling, etc?
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • ok any chance of following scenario :-

    Gideros gives me the universal template as of the last few releases and from the xcode i am changing the device targets to iphone only instead of universal so have i to do any other changes or it is the only one change ?

  • Interesting, they have tested the iPhone app on the iPad and it does not run on iPhone res, wonder what that means...

    I believe this is a Gideros project and what is the project setting that you have used? In terms of scaling, etc?
    posted at the same time (ok i am few seconds late) :D

    ok by scale mode did you mean in my gideros project ? it is stretch



  • One way is if you can make a dev build, (i.e. sign it with the developer certificate instead of the distribution) I can install it on the iPad and see what the issue is.

    you can do that too, if you build and run it on the simulator from xCode (the xCode iPhone device simulator will start) kill the app by pressing home and then change the device to iPad simulator and run the app from the simulator not xCode. You can see what Apple would see.
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • hgvyas123hgvyas123 Guru
    edited November 2012
    @ozapps :-

    thnx for the tips and as i currently have ipad also i had tested it in ipad and currently sending some screenshots to apple with 1x lets see what they says.

    :)
  • @hgvyas123 did you use any auto scaling in Gideros?
    As I understood from your text, this is what happening.

    Your xcode project is Iphone only, so they expect it to keep Iphone resolution when run on Ipad, but if you used scaling in Gideros, it probably scales/adapts to Ipad resolution, thus it gives them not what they expected. :D

    BTW why the hell would they run app that was meant for Iphone on a Ipad?
  • hgvyas123hgvyas123 Guru
    edited November 2012
    did you use any auto scaling in Gideros?
    --->>i think so you are talking about stretch mode right ? yeah i am using it

    Your xcode project is Iphone only, so they expect it to keep Iphone resolution when run on Ipad, but if you used scaling in Gideros, it probably scales/adapts to Ipad resolution, thus it gives them not what they expected
    --> my game looks like below as i am expecting although it is not my game
    http://cdn.redmondpie.com/wp-content/uploads/2011/06/iphone_app_ipad1.png

    BTW why the hell would they run app that was meant for Iphone on a Ipad?
    --> because they want to tease us :D

  • john26john26 Maintainer
    It seems you have accidentally created a "universal" app. Maybe if you just flag the app as universal it will be accepted..?
  • hgvyas123hgvyas123 Guru
    edited November 2012
    all right apple has replied me they have open the app in portrait mode while my app is strictly using the landscape mode and hence it looks like below screenshot now as far as i know if i disable portrait mode orientation from xcode this issue will no more take effect but what about gamecenter doesn't gamecenter requires portrait mode for ios6 or it will crash? or is there any other way to prevent this plz reply as soon as possible [ i dont think so there is a need to say this is there? :D] i want to submit it again today


    thnx

    :)
  • i even can not generate this scenario in my code i am not using application:setori...
    any where from the properties i had set the rotation to landscapeleft and allowed autorotation for both from the xcode allowed portrait and both landscape mode.

    i had tried to open game lots of time with different orientation but i cant find the behaviour like above screenshot any one has faced this problem before and knows how to get the above scenario????

    :)
  • hgvyas123hgvyas123 Guru
    edited November 2012
    alright found this stupid issue it will happens with ios6 only and that's why i am not able to find it :D

    :)

  • @hgvyas123,
    A couple of things...
    The way orientation is managed in iOS6 has changed, While I was trying out a couple of my apps (written in Objective-C) I had the same issue, while they are supposed to be in Landscape, they display as portrait. I tried a lot of things to fix it and after several compiles and testing... I found the issue.

    @Atilim has updated the Gideros Project xcode template to cater for iOS6

    So, the possibilities that can be are
    1. You are using an older version of XCode that does not have the iOS6 support

    2. You can manually override the rotation functions to support only the orientation you require.
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • OZAppsOZApps Guru
    edited November 2012
    @hgvyas, btw the game is looking good, "jetpack joyride/Runner" inspired? RARE game?
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • hgvyas123hgvyas123 Guru
    edited November 2012
    @hgvyas123,
    A couple of things...
    The way orientation is managed in iOS6 has changed, While I was trying out a couple of my apps (written in Objective-C) I had the same issue, while they are supposed to be in Landscape, they display as portrait. I tried a lot of things to fix it and after several compiles and testing... I found the issue.

    @Atilim has updated the Gideros Project xcode template to cater for iOS6

    So, the possibilities that can be are
    1. You are using an older version of XCode that does not have the iOS6 support

    2. You can manually override the rotation functions to support only the orientation you require.
    @OZApps

    thnx for the reply so does the solution is to upgrade the xcode? and cant understand much about new template as i am facing this issue even with the 2012.09.2

    also i had tried to put application:setOrientation(Stage.LANDSCAPE_RIGHT) in main.lua but it has no effect removing the portrait orientation gives me crash (gamecenter issue) as i had expected

    :)

    [[edit :- it was giving the crash because i had commented require "gamekit"]]
  • @hgvyas, btw the game is looking good, "jetpack joyride/Runner" inspired? RARE game?
    thank you

    :)
  • @hgvyas, one thing is definitely testing on the latest SDK/platform or at least on what Apple tests. You know that you can have multiple versions of xcode on your system, so you can always test the new version while retaining the older one (just in case)

    The settings I mentioned were not in the Lua file, but the xcode project, appDelegate, viewController as relevant.
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • alright might be i need to do something like this

    http://www.guava7.com/2012/auto-rotate-for-ios-6/

    dont have any idea what the hell is this

    :D
  • @hgvyas, that is exactly what I was referring to. Look at the xcode project, locate the file viewController.m and the functions (add them if they are missing)
    - (BOOL) shouldAutorotate {
        return YES;
    }
     
    - (NSUInteger)supportedInterfaceOrientations {
        return UIInterfaceOrientationMaskLandscape; // change this value up to your purpose
    }
    Now,
    return NO;
    for the first function instead of YES
    and then for the second function return what orientation you want, the prefix for all will be
    UIInterfaceOrientationMask
    follow that with Landscape, LandscapeRight, LandscapeLeft, Portrait, etc, etc as per what you want. XCode will provide you autocomplete, so you don't have to find these anywhere.

    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • hgvyas123hgvyas123 Guru
    edited November 2012
    :D alright problem solved :D

    thank you................

    :)
  • @hgvyas so what exactly did you do?
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • hgvyas123hgvyas123 Guru
    edited November 2012
    putted this function in viewcontroller.m

    - (BOOL) shouldAutorotate {
    return NO;
    }

    - (NSUInteger)supportedInterfaceOrientations {
    return UIInterfaceOrientationLandscapeRight; // change this value up to your purpose
    }

    and this change in appdelegate.m


    - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
    {
    CGRect bounds = [[UIScreen mainScreen] bounds];

    self.window = [[[UIWindow alloc] initWithFrame:bounds] autorelease];

    self.viewController = [[[ViewController alloc] init] autorelease];
    self.viewController.wantsFullScreenLayout = YES;

    [self.viewController view];

    gdr_initialize(self.viewController.glView, bounds.size.width, bounds.size.height, false);

    /* if ([[[UIDevice currentDevice] systemVersion] compare:@6.0 options:NSNumericSearch] != NSOrderedAscending)
    {
    [self.window setRootViewController:self.viewController];
    }
    else
    {
    [self.window addSubview:self.viewController.view];
    application.statusBarOrientation = UIInterfaceOrientationLandscapeRight;
    }
    */
    if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0 )
    {
    [self.window addSubview:self.viewController.view];
    }
    else
    {
    [self.window setRootViewController:self.viewController];
    application.statusBarOrientation = UIInterfaceOrientationLandscapeRight;
    }

    gdr_drawFirstFrame();

    [self.window makeKeyAndVisible];

    return YES;
    }


    :)
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