binary rejected from iTunes
jamesmunro2
Member Posts: 130
I believe I have followed the tutorials on uploading correctly, and yet I keep getting rejected for things not being signed correctly (provisions). I can get my program compiled correctly through Gamesalad. Provisions seem to work fine. I get back a binary. I compress it. I go to the apple website. Put the information in and send it through application loader. REJECTED!
Bundel identifier: net.adfasfadf.GameSalad differers from reserved bundle identifier net.asfaesd.GameSaladP
No, they don't match. But itunes conenct tells me it's already used? This is so confusing! Why does apple make this so complicated???
Anyone have great success with this... I am to the point when I will pay someone to log onto my computer and make everything work out ok.
Bundel identifier: net.adfasfadf.GameSalad differers from reserved bundle identifier net.asfaesd.GameSaladP
No, they don't match. But itunes conenct tells me it's already used? This is so confusing! Why does apple make this so complicated???
Anyone have great success with this... I am to the point when I will pay someone to log onto my computer and make everything work out ok.
Comments
i think you want to create your bundle in the portal first, then create the entry in iTunes connect.
anyone who's submitted a game in the past month should be able to give you better answers than I have, it's been about 6 mths since I've had a game submitted.
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reading your post brings back memories! (not the good kind)
I too was posting on here if someone would log into my machine and do the posting ... but no one did and today, I can understand why. The way Apple does this is an unnecessary mess.
What I do now is finish the game in GS and when I'm ready to publish, log on at the developer.apple.com site and create the ID (all of this with GS still open)
Then do the provisioning profile (for distribution) - this is where you need to select that same name you have made for the device ID
Then download the profile, double click it which brings up xCode
then I go into gamesalad, and publish (orange arrow)
the best part is that when i get to selecting the provisioning profile, it's already there (but just to be sure, double check!!)
Then, I publish and if the GS server is busy (happens once in a while because yodapollo shortens circuit boards for fun like most Texans) i just start over which means close down GS completely, as in "kill the app"!
So then, after you successfully upload to the GS server, you'll get your app back which you save on your desktop and zip it
at this point, i log into (or switch to) iTunes on the apple site and create the new app - filling out all the junk and once that's finished and the thumbnail and screenshots are added, I fire up "Application Loader" (i search for that as i can never find it) and then I look at my notes I've made during creating the provisioning profile stage. I choose the app and make sure that i have the right revision (i usually upload 1.0.x) and upload it to apple. This can take a while ... be patient!
That has always worked for me and i just did it twice the day before yesterday. Took less than an hour
I think that is pretty much it?
I hope you have better luck tomorrow!
I still like my idea of paying someone else to make things all better.
This kind of thing makes me miss my PC a little less.
The one I have is called: iPAd Application Development for Dummies and it has about 15 pages or more on submitting alone.
The author describes the submitting process and "unpleasant" experience which means, he know what he is talking about
I'm not saying i'm smarter than anyone. I just don't get where the issue comes from. The only thing I ever read was the wiki on this site to get me going.
the key word is "first time" submitters have a problem with it.
The other day I've submitted two in about an hour and that included procrastinating while writing the description on the apple site!
The first one took me two days!
Honestly no one should be sending there app to app without doing adhocs and testing on devices first. because every game will act differently in some way from the viewer to a true build and even every game with play differently on different gen devices. so really it makes me think these new devs are not taking the time to test their games before submitting since they seem to have no idea how to use the right provisioning profile to build a distribution build. the issue above is a code sign error meaning they didn't use the right profile. The bundle ID listed has GameSalad in it which i'm pretty sure is what gamesalad defaults to when you don't have the right profile in there. so maybe if everyone would cool their jets and go through the whole development process instead of jumping to distribution they wouldn't have these issues with submitting to apple