Stormys having 'issues' with TestFlight
@HoneyTribeStudios @tenrdrmer @LiquidGameworks @LeonardDeveloper
Hey guys, I'd asked a few questions about Test Flight in the yellow sticky about IndieCade Festival but thought it best to ask anymore in a new fresh thread.
I've followed what I believe are the correct steps to successfully having a beta test run through TestFlight... Using some of your guys tips it so nearly worked...
1. sign up with test flight. (done)
2. send out an email invite via the testflight site. OR create a link on the testflight site, post it where ever and peeps can just click on it then add their details. (done, got about 10 testers...just perfect)
3. The tester opens the invitation on their device and accepts. You get emailed their device number. (done)
4. Add that number to your devices list on your apple account. (done)
4b... download and install new distribution profile (with new devices added) done.
4c...Open GameSalad..publish Adhoc version of game (done) as usual, and save it to a location where you can find it. Now make a new folder and name it Payload (done and matched the uppercase P exactly as you and the Testflight website mention). Put your GS output file into this folder, and zip the folder. Now open folder info, and change .zip to .ipa. And voila, an IPA! (Done) ... (Can I check I don't need to add the provisioning profile...have'nt seen it said it is needed anywhere but just incase)
5. Upload your adhock via the testflight site. (done...and it goes up fine and finds the correct testers for me to approve)
6. Notify peeps on your testflight user list that there is a game ready to test. (done)
7. The tester receives that email. They open it on the device and install directly on the device. (done... but...
But... Once the tester opens the TestFlight app on their phone and starts installing the game.. its gets about 80% of the way through then fails to install, an Apple error pops up swing installed failed retry? .... and it repeats... I've tried 3 times now and the same thing happens each time... Am I missing something major.
I've also tried renaming the name of the ipa file i.e. Audio_invaders.ipa (as this is mentioned on the Test Flight support pages) but no lucy there...
Bit annoying as all my 10 testers will now have received a file that they won't (I don't think) be able to install.... Next time I'll be sure to just send the test flight link to myself first...
Hey guys, I'd asked a few questions about Test Flight in the yellow sticky about IndieCade Festival but thought it best to ask anymore in a new fresh thread.
I've followed what I believe are the correct steps to successfully having a beta test run through TestFlight... Using some of your guys tips it so nearly worked...
1. sign up with test flight. (done)
2. send out an email invite via the testflight site. OR create a link on the testflight site, post it where ever and peeps can just click on it then add their details. (done, got about 10 testers...just perfect)
3. The tester opens the invitation on their device and accepts. You get emailed their device number. (done)
4. Add that number to your devices list on your apple account. (done)
4b... download and install new distribution profile (with new devices added) done.
4c...Open GameSalad..publish Adhoc version of game (done) as usual, and save it to a location where you can find it. Now make a new folder and name it Payload (done and matched the uppercase P exactly as you and the Testflight website mention). Put your GS output file into this folder, and zip the folder. Now open folder info, and change .zip to .ipa. And voila, an IPA! (Done) ... (Can I check I don't need to add the provisioning profile...have'nt seen it said it is needed anywhere but just incase)
5. Upload your adhock via the testflight site. (done...and it goes up fine and finds the correct testers for me to approve)
6. Notify peeps on your testflight user list that there is a game ready to test. (done)
7. The tester receives that email. They open it on the device and install directly on the device. (done... but...
But... Once the tester opens the TestFlight app on their phone and starts installing the game.. its gets about 80% of the way through then fails to install, an Apple error pops up swing installed failed retry? .... and it repeats... I've tried 3 times now and the same thing happens each time... Am I missing something major.
I've also tried renaming the name of the ipa file i.e. Audio_invaders.ipa (as this is mentioned on the Test Flight support pages) but no lucy there...
Bit annoying as all my 10 testers will now have received a file that they won't (I don't think) be able to install.... Next time I'll be sure to just send the test flight link to myself first...
Comments
(I'm Jarod Hoogland, btw, if that's the name used in the signup)
As you say @tendrmer it sounds like everything was correct. It was the right profile already too (not app store distribution version).
The only thing I can think of is when publishing from gamesalad I dont press the share option at the very end which zips the app file and includes te profile for users to install. I was manually zipping just the app file
Just drag you app into the payload folder and zip the folder only. Then rename and change .zip to .ipa
With the file i receive from publishing through GS - I just drag it into an empty folder called 'Payload' and compress that folder. Then upload that compressed folder to testflight. But no renaming involved.
You could try republishing through GS. From the sounds of it they are fiddling around with the servers. (Peeps reporting slow publishing). A while ago I had testflight errors come up saying my file wasn't an IPA. So I republished through GS and then it was fine.
It works... not changing the file to ipa makes the file fully install on my fine...
Thanks a load...
EDIT: Downloading now
Glad you got it working.
Quick solution: Hand me the project file, Unload the rights to me, forget about the hassle of test flight! :P
Proper solution:
To get an .ipa
Publsih the app in GS... (With a development provisioning profile+ cert) you should receive a .app file...... Put that file in a folder named "PAYLOAD" zip the folder... Unzip the folder.... rename it to .ipa
or you can do the whole show contents thing...
Cheers,
J. Leonard
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Thought so.... Sorry about that...
So what exactly are you stuck on now?