Game ready - now what?

kobayaashikobayaashi Member, PRO Posts: 143
edited June 2012 in Working with GS (Mac)
Hi people. I have a question (please forgive my ignorance, as I'm very new to GS, and still finding my way around) : I've put together my first game, created my levels, added my sound etc. but am unsure where to find the instructions as to what to do next in order to get my game checked, and onto the Apple app store. I am a GS Pro member, and signed up as an Apple Developer. There's been a lot of information to take in over the past couple of weeks, so my head's a little fuzzy. Could somebody please point me in the right direction? Many thanks.

Best Answers

  • KiwiLeeKiwiLee Posts: 181
    Accepted Answer
    I'd be keen to understand this too as well as adhoc builds and device testing setup :-)
  • IsabelleKIsabelleK Posts: 2,807
    Accepted Answer
    First you need to set up App ID, and profiles in iOS Provisioning Portal, then set everything up in iTunes Connect, and then use Application Loader from Xcode to send your game :)
  • thelogobarthelogobar Posts: 93
    Accepted Answer
    Have you created an Ad Hoc build for testing on your device yet? You'll need Xcode too.

    This tutorial by @tshirtbooth is splendid.

  • ChobbifaceChobbiface Posts: 491
    edited June 2012 Accepted Answer
    Here's a quick summary. In order to publish you need 3 things:

    1. Certificates

    2. App ID

    3. Provisioning profile

    1. Certificates
    - need WWDR certificate
    - development certificate (for testing purposes on your device)
    - distribution certificate for publishing to app store

    These usually last ages (about a year or so) once you get them, so don’t need to constantly update.

    2. App ID - need a unique one for each app to be published
    - each app has a bundle identifier - usually in this format e.g. com.kobayaashi.appid

    3. Provisioning profile - also need a unique one for each app to be published as it’s linked to a unique appid
    - think of this as a bus pass, it can be linked to one person (appid) only. You need a pass before any app can be tested on a phone or distributed.

    There are development provisioning profiles OR distribution provisioning profiles (appstore or adhoc) - you will need distribution for appstore

    Provisioning profiles (the pass which contains all the info. about your app) must be downloaded, double click and they will be in xcode.

    Next

    Use gamesalad and open your project file and publish, select the provisioning profile made for this app (which should be linked to the appid made for this app you’re going to publish). Fill in all the rest of the details and at the end, you will get the actual app file after this, check size then right click and compress.

    Finally…..
    There’s Itunes connect (https://itunesconnect.apple.com) - where you must have setup your app there - put all the information in there such as icon, screenshots, description, pricing etc. Once done, use 'application loader' on your mac (just search your mac) to upload the app file/binary you zipped earlier and voila, you’re rich.

    This is just a brief overview, I suggest you take a look at the cookbook tutorial http://cookbook.gamesalad.com/tutorials/3/parts/12 for a more detailed run down.

    Good luck
  • jonmulcahyjonmulcahy Posts: 10,408
    Accepted Answer
    Here is the cookbook tutorial on publishing

    http://cookbook.gamesalad.com/tutorials/3/parts/12

    Before you publish I highly recommend you use testflight app for beta testing.

  • gotyoursgotyours Posts: 246
    Accepted Answer
    that took me like 2 days to get correct, thanks god for the videos

Answers

  • kobayaashikobayaashi Member, PRO Posts: 143
    Thanks for that, TheMoonwalls - appreciated. However, if somebody could approach this "mas despacio, por favor", that would be great! : )
  • kobayaashikobayaashi Member, PRO Posts: 143
    Thanks for that, thelogobar - I'm a great fan of tshirtbooth's tutorials! It still seems as though the testing and publishing part of the process is more complicated than building the game, but vid clips like this help me to see what I should be doing. Much appreciated!
  • kobayaashikobayaashi Member, PRO Posts: 143
    Thanks Chobbiface - looks like I've got a busy time ahead of me... Cheers for the input.
  • kobayaashikobayaashi Member, PRO Posts: 143
    Thanks for the recommendation, Jon - I'll definitely bear that in mind.
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