Re: Successful recipe for LC iPhone apps...

2013-06-10 Thread Paul Maguire
Hey Chip.

On 8 Jun 2013, at 01:41, Chipp Walters wrote:
 btw, there have been some mods made lately to altMobileResizer. Just press
 the update button.

Thanks! Your code really helped me get an understanding of how to build my 
first multi-platform res-independent app.

Kind regards,   Paul.
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Re: Successful recipe for LC iPhone apps...

2013-06-07 Thread Chipp Walters
I guess I would start with a water cannon, or just smoke bombs?

btw, there have been some mods made lately to altMobileResizer. Just press
the update button. Jerry Daniels and I are using it to build some
Android/iOS tablet/smartphone apps for our company.

On Thu, Jun 6, 2013 at 8:04 AM, Thomas McGrath III mcgra...@mac.com wrote:

 Yeah, but that would be great plugin for Chip to build for crowd control…


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Re: Successful recipe for LC iPhone apps...

2013-06-06 Thread Paul Maguire
On 5 Jun 2013, at 13:10, John Dixon wrote:
 Anybody submitted one recently and it got through ?

I just recently got my first LC app through. It is very graphic heavy. I built 
it at 320x480. I built full-screen assets at 640x960 and scaled these down 50%. 
The scaling code is handled by the altMobResizer plug in by Chip Walters (had 
to slightly mod it though to accommodate newer device resolutions).

Built for iPhone 3 up and iPad1 up. Seems to work and display fine.

Kind regards,   Paul.


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Re: Successful recipe for LC iPhone apps...

2013-06-06 Thread Paul Maguire
On 6 Jun 2013, at 10:41, Paul Maguire wrote:
 altMobResizer plug in by Chip Walters

That should be 'altMobileResizer'
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Re: Successful recipe for LC iPhone apps...

2013-06-06 Thread Thomas McGrath III
Yeah, but that would be great plugin for Chip to build for crowd control…

Tom

-- Tom McGrath III
http://lazyriver.on-rev.com
mcgra...@mac.com

On Jun 6, 2013, at 5:47 AM, Paul Maguire m...@paulmaguire.me wrote:

 On 6 Jun 2013, at 10:41, Paul Maguire wrote:
 altMobResizer plug in by Chip Walters
 
 That should be 'altMobileResizer'
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RE: Successful recipe for LC iPhone apps...

2013-06-06 Thread Ralph DiMola
Anybody submitted one recently and it got through ?

John,

I submitted an app on 5/22 and was approved on 5/25(3 Days. Fastest ever for
me!!) using LC 5.5.5. iOS Xcode SDKs==4.2, 4.4.1, 4.5.2 and 4.6. OSX
10.8.3.
The app supports 3.1.3 or later,  Arm6/7(universal build) and all device
sizes and resolutions using my home rolled resolution/aspect ratio
independence library.
It also went up to the PlayStore simultaneously using LC 6.0.1.

I did get these automated warnings from Apple though.



We have discovered one or more issues with your recent delivery for
Sectionals. Your delivery was successful, but you may wish to correct the
following issues in your next delivery: 

Missing Push Notification Entitlement - Your app appears to include API used
to register with the Apple Push Notification service, but the app
signature's entitlements do not include the aps-environment entitlement.
If your app uses the Apple Push Notification service, make sure your App ID
is enabled for Push Notification in the Provisioning Portal, and resubmit
after signing your app with a Distribution provisioning profile that
includes the aps-environment entitlement. See Provisioning and
Development in the Local and Push Notification Programming Guide for more
information. If your app does not use the Apple Push Notification service,
no action is required. You may remove the API from future submissions to
stop this warning. If you use a third-party framework, you may need to
contact the developer for information on removing the API. 

Non-PIE Binary - The executable 'JBT Red Book 343 555 Prod.app' is not a
Position Independent Executable. Please ensure that your build settings are
configured to create PIE executables. 
If you would like to update your binary for this app, you can reject this
binary from the Binary Details page in iTunes Connect. Note that rejecting
your binary will remove your app from the review queue and the review
process will start over from the beginning when you resubmit your binary.

Ralph DiMola
IT Director
Evergreen Information Services
rdim...@evergreeninfo.net


-Original Message-
From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf
Of John Dixon
Sent: Wednesday, June 05, 2013 8:10 AM
To: use-livecode@lists.runrev.com
Subject: Successful recipe for LC iPhone apps...

There seems to be lots of stories about rejection of LC apps from the iTunes
store around..
What is the position regarding submission these days in the ever shifting
sands of Apples' whims ?

Has the iphone app got to be built at 640 x 960 ?
What has position independant code got to do with building the app in
liveCode ?

I have an app ready for submission, but it has been built at 320 x 480...
reading the stories on the forums it seems that submitting at this size will
attract a rejection... is this correct ?

Anybody submitted one recently and it got through ?
  
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Successful recipe for LC iPhone apps...

2013-06-05 Thread John Dixon
There seems to be lots of stories about rejection of LC apps from the iTunes 
store around..
What is the position regarding submission these days in the ever shifting sands 
of Apples' whims ?

Has the iphone app got to be built at 640 x 960 ?
What has position independant code got to do with building the app in liveCode ?

I have an app ready for submission, but it has been built at 320 x 480... 
reading the stories on the forums it seems that submitting at this size will 
attract a rejection... is this correct ?

Anybody submitted one recently and it got through ?
  
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Re: Successful recipe for LC iPhone apps...

2013-06-05 Thread Magicgate Software - Skip Kimpel
From what I understand, yes, it needs to be built for iPhone 5
specifications or it will be rejected.

SKIP


On Wed, Jun 5, 2013 at 8:10 AM, John Dixon dixo...@hotmail.co.uk wrote:

 There seems to be lots of stories about rejection of LC apps from the
 iTunes store around..
 What is the position regarding submission these days in the ever shifting
 sands of Apples' whims ?

 Has the iphone app got to be built at 640 x 960 ?
 What has position independant code got to do with building the app in
 liveCode ?

 I have an app ready for submission, but it has been built at 320 x 480...
 reading the stories on the forums it seems that submitting at this size
 will attract a rejection... is this correct ?

 Anybody submitted one recently and it got through ?

 ___
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Re: Successful recipe for LC iPhone apps...

2013-06-05 Thread Rick Harrison
Hi John,

Apple told developers that starting in May
all apps must provide support for retina 
display devices at the proper resolution
for those devices.

Its just another pain in the a…

Good luck!

Rick


On Jun 5, 2013, at 8:10 AM, John Dixon dixo...@hotmail.co.uk wrote:

 There seems to be lots of stories about rejection of LC apps from the iTunes 
 store around..
 What is the position regarding submission these days in the ever shifting 
 sands of Apples' whims ?
 
 Has the iphone app got to be built at 640 x 960 ?
 What has position independant code got to do with building the app in 
 liveCode ?
 
 I have an app ready for submission, but it has been built at 320 x 480... 
 reading the stories on the forums it seems that submitting at this size will 
 attract a rejection... is this correct ?
 
 Anybody submitted one recently and it got through ?
 
 ___
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 Please visit this url to subscribe, unsubscribe and manage your subscription 
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 http://lists.runrev.com/mailman/listinfo/use-livecode



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Re: Successful recipe for LC iPhone apps...

2013-06-05 Thread Mark Wilcox
I haven't submitted an app but here's my take on the official Apple stance and 
what it means:

All apps have to support the iPhone 5 resolution (or 4 Retina) and retina 
displays since May 1st.

The iPhone 5 thing is clear - your app must scale to that resolution and not 
run in compatibility mode (with the black bars top and bottom).  IIRC you need 
to include a default-5...@2x.png file (640x1136 px) image for the system not to 
put you in compatibility mode - even if it's a plain black one.

The retina display support thing is not clear - if your app doesn't look great 
on a retina display they might reject it.  Scaling images up programatically is 
definitely not banned though.  If you're building native apps with Xcode they 
obviously want you to include @2x variants of all your images but the situation 
for apps built with other tools is less clear. I'm guessing most apps that 
include the default.png in all the @2x variants will probably be OK for now, 
since that's the only thing they can easily check programatically at submission 
time.

Position independent code is only a warning for now and RunRev will fix that 
problem in a forthcoming release by setting the appropriate compile/link flags 
- looks like it's to do with a new security feature Apple are enabling to get 
better traction in the enterprise market.

You do definitely need LC 6.0.2 (or 5.5.5) to get the UDID fix though.

Mark



 From: John Dixon dixo...@hotmail.co.uk
To: use-livecode@lists.runrev.com use-livecode@lists.runrev.com 
Sent: Wednesday, 5 June 2013, 13:10
Subject: Successful recipe for LC iPhone apps...
 

There seems to be lots of stories about rejection of LC apps from the iTunes 
store around..
What is the position regarding submission these days in the ever shifting sands 
of Apples' whims ?

Has the iphone app got to be built at 640 x 960 ?
What has position independant code got to do with building the app in liveCode ?

I have an app ready for submission, but it has been built at 320 x 480... 
reading the stories on the forums it seems that submitting at this size will 
attract a rejection... is this correct ?

Anybody submitted one recently and it got through ?
                          
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RE: Successful recipe for LC iPhone apps...

2013-06-05 Thread John Dixon
Mark...

Thanks for the reply... I have already a couple of apps in the store that will 
run at the correct size, ie both on the iphone 4 and the iphone 5... I am not 
using any images... I am vague about whether we have to now only develop in a 
stack size of 640 x 960, for the iphone 4 or 640 x 1136 for the 5... or can I 
still lay it out at 320 x 480 as long as graphics and buttons are moved to 
appropriate places if the user should choose the run the app on an iphone 5 ?


 Date: Wed, 5 Jun 2013 16:06:18 +0100
 From: m_p_wil...@yahoo.co.uk
 Subject: Re: Successful recipe for LC iPhone apps...
 To: use-livecode@lists.runrev.com
 
 I haven't submitted an app but here's my take on the official Apple stance 
 and what it means:
 
 All apps have to support the iPhone 5 resolution (or 4 Retina) and retina 
 displays since May 1st.
 
 The iPhone 5 thing is clear - your app must scale to that resolution and not 
 run in compatibility mode (with the black bars top and bottom).  IIRC you 
 need to include a default-5...@2x.png file (640x1136 px) image for the system 
 not to put you in compatibility mode - even if it's a plain black one.
 
 The retina display support thing is not clear - if your app doesn't look 
 great on a retina display they might reject it.  Scaling images up 
 programatically is definitely not banned though.  If you're building native 
 apps with Xcode they obviously want you to include @2x variants of all your 
 images but the situation for apps built with other tools is less clear. I'm 
 guessing most apps that include the default.png in all the @2x variants will 
 probably be OK for now, since that's the only thing they can easily check 
 programatically at submission time.
 
 Position independent code is only a warning for now and RunRev will fix that 
 problem in a forthcoming release by setting the appropriate compile/link 
 flags - looks like it's to do with a new security feature Apple are enabling 
 to get better traction in the enterprise market.
 
 You do definitely need LC 6.0.2 (or 5.5.5) to get the UDID fix though.
 
 Mark
 
 
 
  From: John Dixon dixo...@hotmail.co.uk
 To: use-livecode@lists.runrev.com use-livecode@lists.runrev.com 
 Sent: Wednesday, 5 June 2013, 13:10
 Subject: Successful recipe for LC iPhone apps...
  
 
 There seems to be lots of stories about rejection of LC apps from the iTunes 
 store around..
 What is the position regarding submission these days in the ever shifting 
 sands of Apples' whims ?
 
 Has the iphone app got to be built at 640 x 960 ?
 What has position independant code got to do with building the app in 
 liveCode ?
 
 I have an app ready for submission, but it has been built at 320 x 480... 
 reading the stories on the forums it seems that submitting at this size will 
 attract a rejection... is this correct ?
 
 Anybody submitted one recently and it got through ?
   
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Re: Successful recipe for LC iPhone apps...

2013-06-05 Thread Mark Wilcox
Not using images?  Are you using images for your graphics/buttons, or is 
everything procedurally generated?  My guess is that it won't matter at least 
at the moment, although procedurally generated stuff is definitely OK.

The default.png and variants (e.g. default-5...@2x.png) I mentioned are what 
LiveCode calls splash screens (they are not actually meant to be used as splash 
screens according to Apple's HIG - apologies for using the native iOS coding 
terminology) in the standalone application settings.  I'm not sure what the 
standalone builder does if you don't set one for a particular resolution?

I assume the app icon should also have a retina version for them to accept apps 
now.  Beyond that if they think your app looks low-res on a retina display then 
they might reject it but I doubt there are any official criteria.

Mark



 From: John Dixon dixo...@hotmail.co.uk
To: How to use LiveCode use-livecode@lists.runrev.com 
Sent: Wednesday, 5 June 2013, 16:38
Subject: RE: Successful recipe for LC iPhone apps...
 

Mark...

Thanks for the reply... I have already a couple of apps in the store that will 
run at the correct size, ie both on the iphone 4 and the iphone 5... I am not 
using any images... I am vague about whether we have to now only develop in a 
stack size of 640 x 960, for the iphone 4 or 640 x 1136 for the 5... or can I 
still lay it out at 320 x 480 as long as graphics and buttons are moved to 
appropriate places if the user should choose the run the app on an iphone 5 ?


 Date: Wed, 5 Jun 2013 16:06:18 +0100
 From: m_p_wil...@yahoo.co.uk
 Subject: Re: Successful recipe for LC iPhone apps...
 To: use-livecode@lists.runrev.com
 
 I haven't submitted an app but here's my take on the official Apple stance 
 and what it means:
 
 All apps have to support the iPhone 5 resolution (or 4 Retina) and retina 
 displays since May 1st.
 
 The iPhone 5 thing is clear - your app must scale to that resolution and not 
 run in compatibility mode (with the black bars top and bottom).  IIRC you 
 need to include a default-5...@2x.png file (640x1136 px) image for the system 
 not to put you in compatibility mode - even if it's a plain black one.
 
 The retina display support thing is not clear - if your app doesn't look 
 great on a retina display they might reject it.  Scaling images up 
 programatically is definitely not banned though.  If you're building native 
 apps with Xcode they obviously want you to include @2x variants of all your 
 images but the situation for apps built with other tools is less clear. I'm 
 guessing most apps that include the default.png in all the @2x variants will 
 probably be OK for now, since that's the only thing they can easily check 
 programatically at submission time.
 
 Position independent code is only a warning for now and RunRev will fix that 
 problem in a forthcoming release by setting the appropriate compile/link 
 flags - looks like it's to do with a new security feature Apple are enabling 
 to get better traction in the enterprise market.
 
 You do definitely need LC 6.0.2 (or 5.5.5) to get the UDID fix though.
 
 Mark
 
 
 
  From: John Dixon dixo...@hotmail.co.uk
 To: use-livecode@lists.runrev.com use-livecode@lists.runrev.com 
 Sent: Wednesday, 5 June 2013, 13:10
 Subject: Successful recipe for LC iPhone apps...
  
 
 There seems to be lots of stories about rejection of LC apps from the iTunes 
 store around..
 What is the position regarding submission these days in the ever shifting 
 sands of Apples' whims ?
 
 Has the iphone app got to be built at 640 x 960 ?
 What has position independant code got to do with building the app in 
 liveCode ?
 
 I have an app ready for submission, but it has been built at 320 x 480... 
 reading the stories on the forums it seems that submitting at this size will 
 attract a rejection... is this correct ?
 
 Anybody submitted one recently and it got through ?
                          
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