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Reply to Cannot redeem offer codes on Mac App Store, works fine on App Store.
I’m experiencing the same issue. Promo codes for my iOS app, which also supports Apple Silicon, previously worked on macOS 14 but are now displaying the following error when users attempt to redeem them: “Cannot Redeem Code. The offer requires a Mac running macOS 15 or later. Try Another Code.” These promo codes were generated before macOS 15 was released and worked on macOS 14 at that time. The affected user is still able to install and run the app on macOS 14, but cannot redeem the promo code. While I could ask the user to upgrade to macOS 15, this is not always practical, as users should determine the appropriate time to update their OS. If they have an iOS device (iPhone or iPad), I can ask them to redeem the code there, which should apply the subscription across devices. However, what solutions exist for users who do not have access to another iOS device? Has there been a policy change regarding promo code redemption, or is this an unintended issue? Any guidance would be appreciated. Thank you!
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Reply to iPhone 12 mini simulator
Thanks for your quick reply @Scott! I could confirm this now in the simulator itself and on a device. 👍🏻 Your point about testing applications with Standard and Zoomed options is, of course, valid as users could have either one selected. After setting the simulator to "Zoomed", the screen resolution appears to have changed to match the physical device screenshot I had received. Thanks for clarifying this! For others who might come by this, for reference here are the two settings side-by-side to illustrate the differences:
Sep ’22
Reply to iPhone 12 mini simulator
I wrote a simple app to confirm the device's model and screen resolution and had my friend, who owns an iPhone 12 Mini, install and run it. According to this, the screen resolution on a physical iPhone 12 Mini (left side, at scale) is 320 x 693 (at a 3x scale). Running the same application in the iPhone 12/13 Mini Simulator (middle, at scale) shows a screen resolution of 375 x 812 (at a 3x scale). Layering one on top of the other (right side, at scale) illustrates the difference in resolution is not negligible. So far as I can tell from comparing the resolution of available devices in the simulator, no simulator renders applications at a resolution of 320 x 693, meaning there is no way to confirm what the layout of my app would be on an iPhone 12/13 Mini without having a physical device. @Scott Thanks for your reply and for providing some additional information about this. I'm aware of the downscaling on the iPhone. However, I'm not sure I'm familiar with the "Standard" and "Zoomed" options you're referring to and searching through the menu options on the simulator, I couldn't find anything that looked similar. Under the "Window" menu, there are options to change how large the window is. Still, so far as I understand, this only changes how large the window is displayed and doesn't impact anything related to the resolution of the simulated device itself. Given this, I'm still stuck as I cannot confirm my app's layout as it would appear on a physical iPhone 12/13 Mini, and if I understand the OP correctly, I believe this is also their concern.
Sep ’22