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Rejected App - 1.1 COVID-19
My game has been rejected multiple times due to guideline 1.1 - Safety - Objectionable Content. Apparently, my game inappropriately refers to the pandemic in its concept or theme. My game is equivalent to an endless runner game in which a rabbit's world is infiltrated my alien invaders, and the rabbit must shoot the invaders with invader neutralizer. the player is to tap on the invader to shoot the neutralizer, and each invader shot means one point scored. Does anyone have suggestions as to how I may alter my game in theme so it isn't related? Or does anyone have insight into why they see this as related in theme? thanks!
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0
972
Dec ’20
Xcode Launch Screen Storyboard
I imported my game from a third party platform that uses splash screens opposed to launch screens. Now that I'm working solely in Xcode with my game, I'm trying to create a launch screen. I see that Apple asks for a launch screen storyboard rather than static images, but I'm confused about how to do this. I created the storyboard, and I can figure out how to get images into the storyboard, but I can't figure out how to make the image adapt to all device sizes. What size should my image be? How do I make the image scale for all devices from the iPhone 4s to the iPad Pro 12.9? Any advice having to do with any of this would be greatly appreciated. Thanks so much!
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663
Oct ’20
Launch Screen Transition
How do I create a seamless transition between my launch screen storyboard and my main storyboard? At the moment, I only have a solid color for my launch screen for simplicity, and the first screen of my app is the same color, but with a logo, so it should be a rather smooth transition. Yet when I run my app, there's always a jarring flash in between the launch screen and the first screen of my main storyboard. How do I add some sort of transition between the two, such as fade or crossfade or blur in etc.? Thank you!
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1.6k
Nov ’20
Error since Xcode and iOS update
I've used a third-party platform (Stencyl) to create my app. I've always conducted testing on Stencyl, but through Xcode and onto my iPhone device though. Ever since updating my iPhone to iOS 14 (and now iOS 14.1), I've been met with an error. In Stencyl, the error shows up as such: [ios-deploy] 2020-10-27 15:43:43.403 ios-deploy[9909:145361] [ !! ] Error 0xe8000022: The service is invalid. AMDeviceSecureStartService(device, CFSTR("com.apple.debugserver"), NULL, &con) [ios-deploy] [ 95%] Developer disk image mounted successfully [ios-deploy] [ 0%] Looking up developer disk image [ios-deploy] Starting debug of 00008030-0016612E3609802E (N104AP, iPhone 11, iphoneos, arm64e) a.k.a. 'Chase’s iPhone' connected through USB... ... When I export my game to Xcode, and I run solely through Xcode without Stencyl, I get the error much sooner, and I am unable to build my game. The Xcode error shows up as such: Haxe device build: Debug-iphoneos-64 haxe Build.hxml -D HXCPPARM64 -cpp build/Debug-iphoneos-64 -debug /Users/ChaseGilbertson 1 2/Downloads/Stencyl-4.0.3-mac/plaf/haxe-bin/mac/haxelib: line 3: neko: command not found /Volumes/Stencyl-4.0.3-mac/Stencyl-4.0.3-mac/plaf/haxe/lib/lime/lime/src/lime/internal/unifill/Unifill.hx:27: characters 41-50 : Warning : haxe.Utf8 is deprecated. Use UnicodeString instead. /Volumes/Stencyl-4.0.3-mac/Stencyl-4.0.3-mac/plaf/haxe/lib/lime/lime/src/lime/internal/unifill/Unifill.hx:27: characters 41-61 : Warning : haxe.Utf8 is deprecated. Use UnicodeString instead. /Volumes/Stencyl-4.0.3-mac/Stencyl-4.0.3-mac/plaf/haxe/lib/lime/lime/src/lime/internal/unifill/Unifill.hx:40: characters 15-24 : Warning : haxe.Utf8 is deprecated. Use UnicodeString instead. /Volumes/Stencyl-4.0.3-mac/Stencyl-4.0.3-mac/plaf/haxe/lib/lime/lime/src/lime/internal/unifill/Unifill.hx:40: characters 15-35 : Warning : haxe.Utf8 is deprecated. Use UnicodeString instead. /Volumes/Stencyl-4.0.3-mac/Stencyl-4.0.3-mac/plaf/haxe/lib/lime/lime/src/lime/internal/unifill/Unifill.hx:52: characters 15-36 : Warning : haxe.Utf8 is deprecated. Use UnicodeString instead. Endoffile make: *** [build-haxe-arm64] Error 1 Command ExternalBuildToolExecution failed with a nonzero exit code When running on Stencyl via Xcode, I can always still run my game. When exporting and running solely on Xcode though, the build barely begins. I'm using iOS 14.1 on iPhone 11, and I'm using Xcode 12.1 on a MacBook macOS Catalina 10.15.7. Any suggetions? Thanks!
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900
Oct ’20