@codewizard I'm getting this message when trying to upload a new version of an app:
This bundle is invalid. The value for key CFBundleShortVersionString [1.0] in the Info.plist file must contain a higher version than that of the previously uploaded version [1.0].
In the publishing site I have the version set to 1.1, but it's returning 1.0. I'm testing now with a version of 1.2
@codewizard I'm getting this message when trying to upload a new version of an app:
This bundle is invalid. The value for key CFBundleShortVersionString [1.0] in the Info.plist file must contain a higher version than that of the previously uploaded version [1.0].
In the publishing site I have the version set to 1.1, but it's returning 1.0. I'm testing now with a version of 1.2
ok, so when uploading with the application loader I get this message, but it does upload. Then a few minutes later it fails, and I get an email from Apple with the same UUID non-public API usage message.
@codewizard I'm getting this message when trying to upload a new version of an app:
This bundle is invalid. The value for key CFBundleShortVersionString [1.0] in the Info.plist file must contain a higher version than that of the previously uploaded version [1.0].
In the publishing site I have the version set to 1.1, but it's returning 1.0. I'm testing now with a version of 1.2
ok, so when uploading with the application loader I get this message, but it does upload. Then a few minutes later it fails, and I get an email from Apple with the same UUID non-public API usage message.
I just built the app as a universal build vs an iPad only game, the CFBUNDLE error went away, so that might just be an issue of the website not updating the field properly. I didn't spend much time trying to reproduce that problem though. I got the same UUID error after a few minutes however.
CodeWizardPosts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO
The game binary still references Mobclix even if you don't use it. It'd be better if we could optionally include such things. Sadly, we're not that good yet.
Why don't you guys let us go back to 0.10.2?We are a lot who need to update their game asap!
It hasn't even been 24 hours since the update. They're obviously working hard to correct the issues, so hang tight there bud. Let them work it out... you'll be up and running soon.
3
CodeWizardPosts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO
edited May 2013
@TryAgain Going back to 10.2 wouldn't solve this problem, sorry to say. Apple's new publishing rules are making games built with GameSalad fail validation. We need to remove all references to UDID in the code. That's taking a bit longer than we'd like. We're getting there though.
This problem is made worse by two things:
1. We don't have an easy way to scrub the engine code for these references, especially when dealing with third party libraries.
2. We don't have a nice way to test publishing an app to the Apple app store before releasing to you guys.
We're fixing #2 right away. But we don't want that to hold up our attempts to fix the UDID issue. So, we're asking for your help as we push out attempted fixes. There should be another binary release shortly.
CodeWizardPosts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO
You may have been lucky @iamcartez. Might be under the wire!
1
CodeWizardPosts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO
Okay, here's the latest:
We've solved our testing problem. We can now submit apps to Apple and watch them fail. That's the good news.
The bad news is that we're still not clear how Apple believes we're referencing UDID. We're now in the rapid change and test cycle. More news when we have it!
Just in case it's helpful at all... I published successfully on Monday morning. Monday evening I tried again and it failed with the UDID issue. I thought it was because I had added In-app purchase (still could be I guess). I took the binary from Monday morning, and tried to submit that again, and it too failed. So it looks like either the In-App purchase setting caused it, or the fact that Apple just happened to switch their UDID policy on in between submissions.
I could try again with In-app turned off if that interests anyone.
CodeWizardPosts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO
@clee2005 If it's not too much trouble, please do! We're currently ripping stuff out of the code until we can isolate the cause. If that's it, I'll give you a digital cookie and thanks!
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This bundle is invalid. The value for key CFBundleShortVersionString [1.0] in the Info.plist file must contain a higher version than that of the previously uploaded version [1.0].
In the publishing site I have the version set to 1.1, but it's returning 1.0. I'm testing now with a version of 1.2
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Other than the temporary UDID/Invalid Binary situation, this is a great release!
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Hopefully you guys can get it sorted.
Looks like the version of Mobclix we're using still references UDID. We're in the process of upgrading. More news soon!
Like...today? or later in the week?
I wouldn't normally ask, but I reeeeeeeeeeeeeeeeely need to push out an update to my latest game (I broke it for iphone5 users...doh!)
Going back to 10.2 wouldn't solve this problem, sorry to say. Apple's new publishing rules are making games built with GameSalad fail validation. We need to remove all references to UDID in the code. That's taking a bit longer than we'd like. We're getting there though.
This problem is made worse by two things:
1. We don't have an easy way to scrub the engine code for these references, especially when dealing with third party libraries.
2. We don't have a nice way to test publishing an app to the Apple app store before releasing to you guys.
We're fixing #2 right away. But we don't want that to hold up our attempts to fix the UDID issue. So, we're asking for your help as we push out attempted fixes. There should be another binary release shortly.
- Thomas
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We've solved our testing problem. We can now submit apps to Apple and watch them fail. That's the good news.
The bad news is that we're still not clear how Apple believes we're referencing UDID. We're now in the rapid change and test cycle. More news when we have it!
Darren.
I could try again with In-app turned off if that interests anyone.
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If it's not too much trouble, please do! We're currently ripping stuff out of the code until we can isolate the cause. If that's it, I'll give you a digital cookie and thanks!