![]() ![]() When the certificate is created, download it to your Mac, and double click it to add it to your “login” keychain on your Mac (Note: Back when we made Cally’s Caves 1, we had to do a certificate signing request before adding our development certificate to the system keychain. For testing purposes, however, just stick with the development certificate. You’ll want to make it an iOS development certificate, although later when it’s time to ship your app you need to sign it with a distribution certificate instead. Go to Certificates, Identifiers & Profiles, and go to the Certificates Section, and click the plus button to generate a new certificate. You now need to generate a certificate and provisioning profile for your app. Once this is done it’s time to make a certificate and provisioning profile.įor convenience, hop onto your Mac, and head over to the Apple Developer website and log in. To keep things easier later, set your app’s version to “1.0.0” instead of the default “1.0.” Once you have an app registered and bundle ID, you should see it’s icon in the “Manage Your Apps” section of iTunes Connect. Fill out the rest of the required fields, but remember to go over everything again when you are ready to release the app (once it’s approved you won’t be able to change search keywords, etc). For example, ours was “2.” You’ll also have to come up with a SKU and some version details. Make sure you pick a bundle ID you will be happy with. There’s a great article for that here, but we will briefly outline the steps we went through.įirst off, create a new app ID in iTunes Connect (this is the app management side of the Apple Developer website). To make sure everything goes smoothly, it’s important to make sure you have the Apple requirements taken care of. ipa file, it’s likely that you already have an Apple Developer account. ipa file, make sure you have everything ready for the mobile version.Ģ) Make sure your Apple stuff is in order. We also based our resolution coding for iOS based off of the “display_get_size()” function, but when testing on windows we would use “window_get_size()” for everything to work properly. ipa file (the file type for iOS applications), we would need to disable the pc controls. This led to us having 2 control methods, and needing to switch between them. We were developing a game that uses touch controls, but convenience necessitated being able to test on PC as well. Note: We are using Gamemaker: Studio version, and you will need access to a Mac. This entry will be a bit technical and specific. In this dev diary, we will outline the steps of our testing process using Gamemaker: Studio, in the hopes that it may help some people overcome the same complications that we faced. Testing a game on an iOS device seems like it should be a simple process, but we learned the hard way that minor details can complicate things at any time. ![]() We have finally submitted Cally’s Caves 2 to Apple for review, so we are going to try and get back to posting regularly! ![]()
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