Isn't Apple going to reject created games?
rodrigofms
Member Posts: 2
The iPhone SDK license agreement says that "Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs".
So... Isn't Apple going to block games created with GameSalad?
So... Isn't Apple going to block games created with GameSalad?
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It has been expressed over and over (and over and over and over) by the management that "...they believe there is no issue...". Sort of like "...until we hear differently, there is nothing to worry about..." Hardly something to rely upon.
The fact is unless Apple says so (and they have not yet) it could become a show-stopper, just like it was for Flash.
ADC 3.3.1 is crystal clear, though if you read it. I'd bank on that because it is unequivocally true.
This might not be as touchy an issue for 'pro", as the features Apple wants included in apps are apparently being planned for "pro". It's not so much that you have to use all the features in any given app, but a tool that precludes you giving something to your customers might not end up being "Apple-blessed". I have already been told by Apple to not use GameSalad, since it does not support some of the things I want to include in apps.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I agree for the short term, but I am concerned about a lasting ability to use GS. There seems to be no guarantee. In fact it may turn out that with important features relegated to "pro" only "pro" will be allowed.
I'd love to see social networking and in-app purchasing in GS (the former more than the latter - not a fan of iap).
But this 'need to have' stuff confuses me.
Now, if you're making a game for Nintendo, or Microsoft, or Sony for their consoles, there are certain procedures you have to follow and comply with.
For example, Microsoft my say that you need achievements, totalling 1000 game points, in every game, otherwise it'll fail their certification process and your game won't get published.
There are no such limits on iPhone devices. Not official ones, anyway.
And what if I, as a developer, don't want to put certain features in.
In-App purchases, for example. I've never liked them. Sure, I may use them at some point, but right now, they're not important to my game. Having them in or not does not make my game any 'better'.
So I may get rejected because Apple says, informally I might add, that your app needs in-App purchases??
I just don't get it!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
....eh? And sorry not trying to be rude..but one month or two?
Game salad isn't recently in the clear but they have been in the clear for a good three months. An eternity in apple time.
Well, I'll try to find some way to contact Apple about this (about GameSalad, not about your app, lol).
@Rob2, call it 1.63 months ago, because I don't really remember, and it was two separate incidents. One app needed social networking and the others needed in App purchasing. I have not bothered to work with GS since then, other than for prototyping proof of concepts, because without these capabilities it is a waste of my time. Unless I am willing to change my stable of apps to what everyone else is building, and I am not.
@QS, it was NOT Apple saying it *informally*, it was during discussions arising from refusal to approve, stemming from what Apple felt was "inadequate user functionality". Maybe if you make a game that is obvious how it works, it's easier to get approved, I 'm not sure. But my controls for my apps are hidden by necessity.
@rodrigo, that's *exactly* what Apple DID say.
No one is saying that either makes a game "better". But both are needed at times to make your apps approvable, and more marketable.
That bit I can understand. Or am I wrong?
But without knowing what your apps do, it's difficult for us to understand why they *need* to have social networking as a necessity to make them approvable or marketable.
I don't foresee my games needing in-app purchases or social networking for now. So I don't foresee any problems.
I think people are getting worried by your posts. Just because Apple told you, informally or not, that your particular apps needed to do certain things, it doesn't mean that others do.
As I said, I haven't heard of anyone else having problems getting approved.
On the plus side, your apps must be pretty unique
Cheers,
QS
EDIT:
I just had a thought. Have you put anything in your app that says 'Send a screenshot to Facebook/Twitter' or something like that? i.e. have you mentioned social networking but (obviously) not been able to implement it yet, thus having Apple tell you 'you need social networking in your game'?
Or am I just reading everything wrong these days?
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Apple formally told me directly to
"...not use GameSalad, then. Third party app builders do not allow you to take advantage of iOS features, and are holding you back."
This makes GS largely useless to me as a development tool, because it unfortunately stops short of letting me build the features I need. It does make a good prototyping tool, though. Just not anything that I can rely on for distribution.
In no way am I suggesting that people who are making run of the mill apps are going to have this trouble. If they are satisfied to clone something else similar to that which has already been approved, their app will probably also be approved (sadly, whether it works properly or not).
I think the problem I am having is with the type of apps I am working on. Trying to do something a little different entertainment wise. Not games per se... I think there are more than enough thousands of clones on the App Store, sort of like the warehouse at the end of "Raiders of the Lost Ark..."
Although I do have some great ideas for unique games later on, after I get my meat and potatoes apps marketed.
There's lots of kids and creative people of all ages here on the forums. GameSalad allows them to do something that they never even thought possible before. It opens doors that they have never been able to open before.
And of course GameSalad isn't perfect. But it is just as quirky, buggy, flawed, and fun as EVERY piece of software that I have ever used in my entire life.
You say that you are making all these cool prototypes with GameSalad. Why don't you share them with everyone? Show people the neat stuff you're working on. Inspire people. We're all here just trying to learn.
I don't mean to single you out. I'm just getting bummed out by all the negativity around here lately.
Joe
@FMG good stuff... but the negativity that some of us display comes from the total frustration with a company that simply refuses to respond to paid users problems and concerns time after time, an appalling display of corporate arrogance and not what the young users should perceive as the way a beta is normally run.
In regards to in app purchasing, this doesn't make any sense either. Why would ebooks need in app purchasing or a website reader like engadget has?
I've submitted many updates and a new app since that 3.3.1 came out, and never had a problem.
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