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Edit Comment Close Premium member Presentation Transcript Slide 1: iOS 4.0 Development Training Camp Hacker Dojo, Mountain View, California August 7, 2010 Evan Kirchhoff Senior Software Engineer Ansca Mobile iPhone Provisioning Portal setup and App Store submission Slide 2: Today’s topics: Setting up the Provisioning Portal Preparing your App Store submission The review/rejection process Increasing your app sales Some cool tech demos with Corona Slide 3: Mobile development before the iPhone Slide 4: 2006: Carriers ruled the world Slide 5: Carriers controlled the interface The app buying experience was poor... Slide 6: App testing was complicated and expensive In this example, the mandatory test fees were $800 per app per device model; test failure over trivial technicalities was very common Slide 7: Other people got most of the money Then Now Slide 8: Secretive, mysterious and sometimes frustrating ...but we love them anyway. Slide 9: Using the iPhone Provisioning Portal It seems hard because it is Slide 10: Log into your iPhone developer account and start here: Slide 11: First-time setup Do all steps in one session for best results Work down the left-hand menu, and create at least one of everything Slide 12: The first step is to create one of these Slide 13: Use Keychain Access (on your Mac) to create a certificate Slide 14: Use Keychain Access (on your Mac) to create a certificate Slide 15: Use Keychain Access (on your Mac) to create a certificate Slide 16: Save the Certificate Signing Request file This is the file to upload to the Provisioning Portal Slide 17: Upload the file here and click “Submit” Slide 18: Whenever you see “Pending”, hit refresh in your browser Slide 19: Now click the “Download” button... ...then double-click the certificate file to install in your Mac keychain Slide 20: (The process is the same for App Store Distribution certificates) Slide 21: Now add test devices using their hardware Device IDs. You can register up to 100 devices per developer account (per year) Slide 22: Use Xcode Organizer to get the Device ID Connect your device, then go to Xcode > Window > Organizer Slide 23: Using a wildcard “*” identifier is easiest at first... Slide 24: ...but you’ll need to generate app-specific IDs if you want to use Apple services like Push Notification, In-App Purchase or Game Center Slide 25: Provisioning Profiles: three types 1. Developer - for debugging (expires in 3 months) 2. Distribution (ad hoc) - for beta testers, using one of your 100 devices (expires in 1 year) 3. Distribution (App Store) - for shipping your final app to the store Slide 26: Provisioning Profiles bring everything together: They associate certificates, AppIDs, and devices (They must also be installed on the test devices; either Xcode Organizer or iTunes can be used for this) What are Provisioning Profiles? Slide 27: Provisioning Profiles bring everything together: Slide 28: (we did this earlier) “Distribution” Profiles come in two flavors: Slide 29: “App Store” Distribution Profiles don’t allow device selection (and won’t run on devices) Slide 30: Download the .mobileprovision files Then double-click to install on your Mac Slide 31: The files will end up here: For best results, delete the ones you aren’t using! Slide 32: Submitting to the App Store This part is easier Slide 33: Be sure to use your App Store distribution profile (If you build using Corona, you’ll won’t see this screen) Slide 34: To submit your app (Only available at sufficient account privileges!) Slide 37: If there’s a name you really need, get it while you can! Note that the iPhone will only display names up to 12 characters without shortening them with “...” (It’s possible to use a long name in the store, and set a shorter display name in Info.plist) Slide 38: What date to choose? Your release won’t happen before this date, but may occur unpredictably after it! Some people change this date each night to tomorrow’s date, during their review period, to try and optimize their initial placement on the App Store’s recent-releases lists Slide 39: Pick your price Slide 40: “Copyright” field can be whatever you want to show in the store as the author/company Gather all this information before starting your submission 100-character maximum (eliminate spaces to make room for more keywords) Description field no longer indexed for iTunes app searches (due to rampant keyword-stuffing in this field) App Store reviewers will want to inspect all parts of your app, so include test passwords if necessary Slide 41: Your calculated content rating determines the parental filtering of your app Slide 42: Oops! The last two are a trick question... Slide 43: This large icon must look basically the same as your app icon (it’s safest to be exactly the same) You get up to 5 screenshots - use them all! Use PNG files for best results Slide 44: “Screenshots” don’t need to be literal screenshots! Slide 45: Now you are ready to upload the app itself... Slide 46: Download “Application Loader” Slide 47: Now click here Slide 48: You will most likely answer “No” to this! Slide 49: You must run Application Loader to upload your app But it is actually helpful! Slide 50: You must run Application Loader to upload your app Zip your final app file before uploading Slide 51: If using Xcode, the release build file can be found in [Project folder] > build > Release-iphoneos (If using Corona, simply click the “Show in Finder” button after building) Right-click this .app file and choose “Compress” to zip it Slide 52: Application Loader finds common build problems This saves a lot of time, compared to the App Store rejections that would have happened otherwise! Slide 53: After the upload “Waiting for Review” “Ready for Sale!” “Requiring unexpected additional time for review” “In Review” (CONGRATULATIONS!) Your app will appear on the store within an hour or so. (OH NO - THE DREADED APP LIMBO) Some apps get stuck here for weeks or months...experiences vary widely (USUALLY A FEW BUSINESS DAYS) (ANOTHER 3-5 BUSINESS DAYS) Slide 54: What happens during review? Automated scanning for private Apple APIs Some kind of human judgement regarding “inappropriate” app content A little bit of intellectual property monitoring (seems hit or miss) Actual human testing of the app (seems to be about 5 minutes on average, mostly checking for crashes, major style violations, or obvious behavior problems) Slide 55: What if they reject your app? Usually they’ll give you a reason: Slide 56: But some rejections are unpredictable! http://www.theregister.co.uk/2010/06/01/apple_boots_widgety_apps_from_app_store/ Slide 57: Congratulations, you’re in the App Store! Now what? Slide 58: You have 5 friends with iPhones: call them now! You really want to get out of “No Ratings” status quickly, but that requires at least 5 ratings (no written reviews needed, just the ratings!) Slide 59: Try to get reviews from your happy customers Slide 60: Ratings totals are a rough proxy for sales totals ...and the multiplier may be around 100x (!) Obviously a very rough estimate, but seems correct to within an order of magnitude Slide 61: Use your app to cross-promote your other apps This button links to an App Store search by company name Slide 62: Use Facebook, Twitter or social gaming networks (e.g., OpenFeint, or Apple’s Game Center) Slide 63: Some kind of promotional website is a good idea... Canabalt features the fully playable game on its website for free, yet sold very well on iPhone at $2.99! (Also note that you can use iTunes affiliate links to get a 5% revenue bonus) Slide 64: App review websites Without naming names, there may be a “pay to play” aspect in some cases ? Some developers boycott paid review sites; it’s your choice* *Personal view: “All’s fair in love, war, and search engine optimization” Slide 65: You could also try advertising The apps market is still so young that virtually no real advertising takes place! (This will presumably change as app budgets increase) ! Slide 66: Use these to give free apps to friends or reviewers. You can get 50 codes per app version. Slide 67: Promo codes are redeemed in iTunes: They expire quickly - don’t generate too many at once! Slide 68: With 225,000 apps, isn’t the App Store “full”? Was the web “full” in 1994? (Note 1994 Yahoo interface very similar to today’s App Store!) Slide 69: App Submission case studies (all information anecdotal) ABC Animals Pad Racers 420 Reminder Slide 70: What does Ansca Mobile offer developers? Slide 71: Corona SDK December 2009 Corona Game Edition July 2010 Slide 72: What is Corona? OpenGL accelerated graphics engine Develop mobile apps using a small scripting language (Lua) rather than C++, Objective-C or Java Cross-platform development: iPhone, iPad, Android from the same source Slide 73: The Lua language www.lua.org Slide 74: What is Game Edition? Physics engine included (Box2D) Animated sprites & “sprite sheets” Social gaming features Slide 75: * Full Lua scripting language * Hardware-accelerated graphics * GPS, compass, accelerometer * Networking (TCP, FTP, HTTP, etc.) * Camera and photo library * Video playback (streaming or local) * Audio (sound effects or MP3) * Animation and transition libraries * Vector drawing APIs (shapes and lines) * Native UI (keyboard, etc.) * WebKit browser views * SQLite database * File read/write * Crypto (md4, md5, sha1, sha512, etc.) * Facebook and Twitter libraries * Improved texture memory handling * Animated sprites with independent framerates per sprite sequence * 2D physics simulation * Simple and complex physical bodies * Physical properties (mass, friction, bounce) * Joints, wheels, hinges, pulleys, etc. * Collision detection, including pre- and post-collision events * OpenFeint game network support * (more social features TBA) Corona SDK Corona Game Edition all previous features, plus: + Slide 76: What can you make? (These are not Corona, but represent the target market for Game Edition) Slide 77: What can you make? (Made in Corona Game Edition and shipped to the iPad App Store recently) Slide 78: How does Corona work? Native Engine: C, C++, Objective-C, OpenGL Exposed Scripting: Lua Lua is designed as an embedded language (Very small, very fast, runs alongside native code) Slide 79: Now is the time where we show tech demos You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
iPhone Provisioning Setup and App Store Submission anscamobile Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT lite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 1816 Category: Science & Tech.. License: Some Rights Reserved Like it (0) Dislike it (0) Added: September 07, 2010 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... By: aausernameaa (15 month(s) ago) this helped me a lot Saving..... Post Reply Close Saving..... Edit Comment Close By: Zanura (20 month(s) ago) Check out Apple's New iPod nano with Multi-Touch Product Review http://www.authorstream.com/Presentation/Zanura-508183-new-ipod-nano-with-multi-touch-product-review/ Saving..... Post Reply Close Saving..... Edit Comment Close By: michael09 (20 month(s) ago) [url="http://www.solutiondebt.com"]Debts[/url] Saving..... Post Reply Close Saving..... Edit Comment Close Premium member Presentation Transcript Slide 1: iOS 4.0 Development Training Camp Hacker Dojo, Mountain View, California August 7, 2010 Evan Kirchhoff Senior Software Engineer Ansca Mobile iPhone Provisioning Portal setup and App Store submission Slide 2: Today’s topics: Setting up the Provisioning Portal Preparing your App Store submission The review/rejection process Increasing your app sales Some cool tech demos with Corona Slide 3: Mobile development before the iPhone Slide 4: 2006: Carriers ruled the world Slide 5: Carriers controlled the interface The app buying experience was poor... Slide 6: App testing was complicated and expensive In this example, the mandatory test fees were $800 per app per device model; test failure over trivial technicalities was very common Slide 7: Other people got most of the money Then Now Slide 8: Secretive, mysterious and sometimes frustrating ...but we love them anyway. Slide 9: Using the iPhone Provisioning Portal It seems hard because it is Slide 10: Log into your iPhone developer account and start here: Slide 11: First-time setup Do all steps in one session for best results Work down the left-hand menu, and create at least one of everything Slide 12: The first step is to create one of these Slide 13: Use Keychain Access (on your Mac) to create a certificate Slide 14: Use Keychain Access (on your Mac) to create a certificate Slide 15: Use Keychain Access (on your Mac) to create a certificate Slide 16: Save the Certificate Signing Request file This is the file to upload to the Provisioning Portal Slide 17: Upload the file here and click “Submit” Slide 18: Whenever you see “Pending”, hit refresh in your browser Slide 19: Now click the “Download” button... ...then double-click the certificate file to install in your Mac keychain Slide 20: (The process is the same for App Store Distribution certificates) Slide 21: Now add test devices using their hardware Device IDs. You can register up to 100 devices per developer account (per year) Slide 22: Use Xcode Organizer to get the Device ID Connect your device, then go to Xcode > Window > Organizer Slide 23: Using a wildcard “*” identifier is easiest at first... Slide 24: ...but you’ll need to generate app-specific IDs if you want to use Apple services like Push Notification, In-App Purchase or Game Center Slide 25: Provisioning Profiles: three types 1. Developer - for debugging (expires in 3 months) 2. Distribution (ad hoc) - for beta testers, using one of your 100 devices (expires in 1 year) 3. Distribution (App Store) - for shipping your final app to the store Slide 26: Provisioning Profiles bring everything together: They associate certificates, AppIDs, and devices (They must also be installed on the test devices; either Xcode Organizer or iTunes can be used for this) What are Provisioning Profiles? Slide 27: Provisioning Profiles bring everything together: Slide 28: (we did this earlier) “Distribution” Profiles come in two flavors: Slide 29: “App Store” Distribution Profiles don’t allow device selection (and won’t run on devices) Slide 30: Download the .mobileprovision files Then double-click to install on your Mac Slide 31: The files will end up here: For best results, delete the ones you aren’t using! Slide 32: Submitting to the App Store This part is easier Slide 33: Be sure to use your App Store distribution profile (If you build using Corona, you’ll won’t see this screen) Slide 34: To submit your app (Only available at sufficient account privileges!) Slide 37: If there’s a name you really need, get it while you can! Note that the iPhone will only display names up to 12 characters without shortening them with “...” (It’s possible to use a long name in the store, and set a shorter display name in Info.plist) Slide 38: What date to choose? Your release won’t happen before this date, but may occur unpredictably after it! Some people change this date each night to tomorrow’s date, during their review period, to try and optimize their initial placement on the App Store’s recent-releases lists Slide 39: Pick your price Slide 40: “Copyright” field can be whatever you want to show in the store as the author/company Gather all this information before starting your submission 100-character maximum (eliminate spaces to make room for more keywords) Description field no longer indexed for iTunes app searches (due to rampant keyword-stuffing in this field) App Store reviewers will want to inspect all parts of your app, so include test passwords if necessary Slide 41: Your calculated content rating determines the parental filtering of your app Slide 42: Oops! The last two are a trick question... Slide 43: This large icon must look basically the same as your app icon (it’s safest to be exactly the same) You get up to 5 screenshots - use them all! Use PNG files for best results Slide 44: “Screenshots” don’t need to be literal screenshots! Slide 45: Now you are ready to upload the app itself... Slide 46: Download “Application Loader” Slide 47: Now click here Slide 48: You will most likely answer “No” to this! Slide 49: You must run Application Loader to upload your app But it is actually helpful! Slide 50: You must run Application Loader to upload your app Zip your final app file before uploading Slide 51: If using Xcode, the release build file can be found in [Project folder] > build > Release-iphoneos (If using Corona, simply click the “Show in Finder” button after building) Right-click this .app file and choose “Compress” to zip it Slide 52: Application Loader finds common build problems This saves a lot of time, compared to the App Store rejections that would have happened otherwise! Slide 53: After the upload “Waiting for Review” “Ready for Sale!” “Requiring unexpected additional time for review” “In Review” (CONGRATULATIONS!) Your app will appear on the store within an hour or so. (OH NO - THE DREADED APP LIMBO) Some apps get stuck here for weeks or months...experiences vary widely (USUALLY A FEW BUSINESS DAYS) (ANOTHER 3-5 BUSINESS DAYS) Slide 54: What happens during review? Automated scanning for private Apple APIs Some kind of human judgement regarding “inappropriate” app content A little bit of intellectual property monitoring (seems hit or miss) Actual human testing of the app (seems to be about 5 minutes on average, mostly checking for crashes, major style violations, or obvious behavior problems) Slide 55: What if they reject your app? Usually they’ll give you a reason: Slide 56: But some rejections are unpredictable! http://www.theregister.co.uk/2010/06/01/apple_boots_widgety_apps_from_app_store/ Slide 57: Congratulations, you’re in the App Store! Now what? Slide 58: You have 5 friends with iPhones: call them now! You really want to get out of “No Ratings” status quickly, but that requires at least 5 ratings (no written reviews needed, just the ratings!) Slide 59: Try to get reviews from your happy customers Slide 60: Ratings totals are a rough proxy for sales totals ...and the multiplier may be around 100x (!) Obviously a very rough estimate, but seems correct to within an order of magnitude Slide 61: Use your app to cross-promote your other apps This button links to an App Store search by company name Slide 62: Use Facebook, Twitter or social gaming networks (e.g., OpenFeint, or Apple’s Game Center) Slide 63: Some kind of promotional website is a good idea... Canabalt features the fully playable game on its website for free, yet sold very well on iPhone at $2.99! (Also note that you can use iTunes affiliate links to get a 5% revenue bonus) Slide 64: App review websites Without naming names, there may be a “pay to play” aspect in some cases ? Some developers boycott paid review sites; it’s your choice* *Personal view: “All’s fair in love, war, and search engine optimization” Slide 65: You could also try advertising The apps market is still so young that virtually no real advertising takes place! (This will presumably change as app budgets increase) ! Slide 66: Use these to give free apps to friends or reviewers. You can get 50 codes per app version. Slide 67: Promo codes are redeemed in iTunes: They expire quickly - don’t generate too many at once! Slide 68: With 225,000 apps, isn’t the App Store “full”? Was the web “full” in 1994? (Note 1994 Yahoo interface very similar to today’s App Store!) Slide 69: App Submission case studies (all information anecdotal) ABC Animals Pad Racers 420 Reminder Slide 70: What does Ansca Mobile offer developers? Slide 71: Corona SDK December 2009 Corona Game Edition July 2010 Slide 72: What is Corona? OpenGL accelerated graphics engine Develop mobile apps using a small scripting language (Lua) rather than C++, Objective-C or Java Cross-platform development: iPhone, iPad, Android from the same source Slide 73: The Lua language www.lua.org Slide 74: What is Game Edition? Physics engine included (Box2D) Animated sprites & “sprite sheets” Social gaming features Slide 75: * Full Lua scripting language * Hardware-accelerated graphics * GPS, compass, accelerometer * Networking (TCP, FTP, HTTP, etc.) * Camera and photo library * Video playback (streaming or local) * Audio (sound effects or MP3) * Animation and transition libraries * Vector drawing APIs (shapes and lines) * Native UI (keyboard, etc.) * WebKit browser views * SQLite database * File read/write * Crypto (md4, md5, sha1, sha512, etc.) * Facebook and Twitter libraries * Improved texture memory handling * Animated sprites with independent framerates per sprite sequence * 2D physics simulation * Simple and complex physical bodies * Physical properties (mass, friction, bounce) * Joints, wheels, hinges, pulleys, etc. * Collision detection, including pre- and post-collision events * OpenFeint game network support * (more social features TBA) Corona SDK Corona Game Edition all previous features, plus: + Slide 76: What can you make? (These are not Corona, but represent the target market for Game Edition) Slide 77: What can you make? (Made in Corona Game Edition and shipped to the iPad App Store recently) Slide 78: How does Corona work? Native Engine: C, C++, Objective-C, OpenGL Exposed Scripting: Lua Lua is designed as an embedded language (Very small, very fast, runs alongside native code) Slide 79: Now is the time where we show tech demos