Hi,
What is the easiest way to add icons to your Xcode projects,I have placed all of them
In the root folder but they do not get identified by Xcode when I try to validate it,I added them manually from inside Xcode
But,it only let's me add just two.
And if I build a universal built naturally customer would get a bigger package,do you have any solution to that?
Thanks in advance.
www.zoolax.com
Comments
I just copy to root folder the icons and add later from Xcode.
Likes: phongtt
"iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. New iPhone apps and app updates submitted targeting iOS 6 and above must support the 4-inch display on iPhone 5 and must include a launch image with the -568h size modifier immediately following the portion of the launch image's filename. Launch images must be PNG files and located at the top-level of your bundle, or provided within each .lproj folder if you localize your launch images. Learn more about iPhone 5 support and app launch images by reviewing the iOS Human Interface Guidelines and iOS App Programming Guide."
I have not used xcode in a while since I have been focusing on android,so this is all seems so fresh to me.
If I include a launch image,
and in gideros project settingd,
I just set the iOS for ipad&iphone,scaleMode = stretch would it solve this problem?
Thanks
It is a simple black screen but it works.
The situtation has become more complex recently with the introduction of iOS 7 which seems to use a different icon size. So you now have to include more icons than before. Here is a discussion
http://stackoverflow.com/questions/18523193/ios-app-submission-invalid-image-sizes
I recently submitted an iOS 6.1 app so did not supply the extra icons. I'll see if Apple complains about this... My version of Xcode is 4.6 which supports iOS 6.1 maximum so I cannot compile for iOS 7 anyway.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://itunes.apple.com/app/prepo/id476533227?mt=12
Drop the 1024x1024 PNG, and it'll generate all the sizes (just like http://makeappicon.com/ that @jdbc suggested.)
BUT … the useful extra thing is the Copy PLIST button in the top right corner. That generates the plist entries that you then insert into your NameOfYourApp-Info.plist file, which saves all the mucking around and inserting them into Xcode one by one. Then add the icons into your project by dragging them into your project and making sure "Copy into project" is selected, and you're good to go.
As for this question:
>>>
If I include a launch image,
and in gideros project settingd,
I just set the iOS for ipad&iphone,scaleMode = stretch would it solve this problem?
<<<
It really depends on the UI of your app. Not every app's user experience would work by being stretched. You should try it out in the Xcode Simulator and preferably a real iPhone 5+ device to check for edge cases.
Hope this helps,
- Ian
Wouldn't it be better to create a universal app?
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
-Ian
Good luck anyway. Hopefully your client will market the app heavily ensuring lots of downloads...
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Take a look at the iPhone app if you're interested. It's mentioned on this thread:
http://giderosmobile.com/forum/discussion/3932/2-ios-business-apps-released-using-gideros
Best,
- Ian
For my own game, I produced a universal app with Gideros set to "pixel perfect" scaling so on iPad there is no distortion but some wasted space at the edges. So the effect is very similar to if I had produced an iPhone app with user pressing "x2" button -- except that my background image covers the whole screen. There are no black bars on the iPad. I figured this looked best.
I can see Apple is blurring the lines between "iPhone only" and "universal" apps with iOS 7.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975