How do I test IAP for IOS

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A Construct version 2 & 3 "Stand-alone" RPG game with "In-Game Module" (IGM) integration.
  • yes you have to - that is the parameter that determines the version number on the app store

  • The icon problem has disappeared by moving the icons to root directory. Now when I am trying to upload the image using application loader, it is getting stuck in the "sending API usages to itunes Connect" stage. After 15 minutes I am getting a timeout message.

    Have import the IPA or choose the ipa for review in application loader?

  • in application loader --> deliver your app --> upload the ipa --> done !

  • I did resolve the image icon-60geg@3x not found issue while loading ipa to APP store using application loader.

    The resolution is when you add the icons to Intel XDK, 180x180 icon should be lower case png for IOS. I did write like 180.PNG.

    Intel XDK copies all other icons without the file extension and adds the png to the extension by itself. But for this 60x3 =180 size icon it copies the whole name.

    While application loader performs asset check the icon with .PNG fails.

    It took a tremendous amount of time for me to figure a silly issue. Good thing is that I understand the Intel XDK build log in a better way now.

    Sagar

  • Hey guys I have a quick question. When you export using Intel XDK, what provisioning file do you use?

    The Apple documentation seems to say you need to use a development provisioning file however Intel XDK only lets you build using Ad Hoc or Production. Would anyone be able to clarify this?

    For the Intel XDK build I uploaded 2 profiles, the adhoc and the production profile. If you upload the development one your build will fail.

  • Finally got my game on the App Store using the IntelXDK and the CRanberry IAPs.

    Sexy Runner: https://itunes.apple.com/us/app/sexy-runner/id954899012

  • Finally got my game on the App Store using the IntelXDK and the CRanberry IAPs.

    Sexy Runner: https://itunes.apple.com/us/app/sexy-runner/id954899012

    Hey! Just came across your game. COngrats on the successful iOS launch and getting your IAPs to work! Iam using cranberry as well. Just completed the Bank/Tax updations , waiting for Contracts to go into effect before I can test the IAP.

    I noticed that you have varying resoltion screenshots for iPhone and iPad. Did you manage to create a single project that supports all resolution? Would really appreciate if you can share your ideas <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Currently I am having a single resoltuion that looks okay on iPhones but having two ugly black bars in iPad <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

  • Sure I can share what I have learned.

    Yes I use a single project that supports many screen resolutions, its not perfect and sometimes it does not scale right but it works good enought.

    This is what I did.

    • Set your project to Scale Outer
    • Use "Viewport" to place the items relative to the edges
    • Once I have some items placed where I want, I place other items relative to that object, so they will be placed right.

    Here is a capx file of showing what Im talking about http://www.znelarts.com/cosas/PositionObjects.capx

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  • hazneliel

    Wow! Thanks to the quick response and a sample CAPX! That was really nice of you

    Are you using any specific Window/Layout size or the ones given in your CAPX will do?

    BTW have you been able to get the sound to work in iOS?

    I tried the trick/hack to play audio at "End of Touch" event, but its not playing any sound after that. Thanks again for your help.

    Also, I was able to successfully test IAP (after Tax/Bank Contract was "In Effect") and Game Center (Enable Sandbox mode in settings->Game Center)

  • Nice game hazneliel

    hazneliel and SamRock

    I'm having problems to lock the orientation in the landscape mode when I use the Intel XDK to build a iOS application. Normally I use a code to fix it, but it only works if I build the app using the CLI 5.1. Before that, I used a cranberry plugin that doesn't work anymore. By the way, any of the cranberry plugins didn't work in the CLI 5.1 version (I already downloaded the latest versions). How can you do to fix this orientation problem? Do you use CLI 4.2 or 5.1 to build your games? Did you have success to publish your games with cranberry plugins in the CLI 5.1 version? I really appreciate any suggestion/help to fix this problem.

    Thanks in advance

  • Nice game hazneliel

    hazneliel and SamRock

    I'm having problems to lock the orientation in the landscape mode when I use the Intel XDK to build a iOS application. Normally I use a code to fix it, but it only works if I build the app using the CLI 5.1. Before that, I used a cranberry plugin that doesn't work anymore. By the way, any of the cranberry plugins didn't work in the CLI 5.1 version (I already downloaded the latest versions). How can you do to fix this orientation problem? Do you use CLI 4.2 or 5.1 to build your games? Did you have success to publish your games with cranberry plugins in the CLI 5.1 version? I really appreciate any suggestion/help to fix this problem.

    Thanks in advance

    I am using CLI5.1.1 and all cranberry plugins work for perfectly fine for me! The secret is to leave the addition.xml file as it is, unless you adding some extra plugins. I had issues with Google Analytiics so I decided to remove it. Game Plugin, Adcolony, Admob and Chartboost working well.

    What plugin have you used?

    I am using problem with Landscape Orientation lock as well! How did you fix it on CLI5?

    Infact, I tried your suggestion from one of teh forum topics to add teh XML to Addition file. It didnt work. Plus I am having issues with Audio, were you have to play Sounds? How do I make sound work?

  • SamRock

    I can't use cranberry plugins with CLI 5.1. I tried several times and of the several ways and I always get an error message when try to build an iOS app/game in the Intel XDK. I tried to use chartboost and revmob, the orientation lock as well. I've problem with the Google Analytics too. I want to use others ads services and I can't. Everything worked before the last Intel XDK updates.

    When you say to leave addition.xml as it is, you mean as it is after export it to cordova, with references of the whole plugins, right? But if you are using the CLI 5.1 version you need to leave addition file blank, as I know. Can you give me more information about your app configuration in the Intel XDK?

    I tested the orientation lock code that I posted in the forum and it works very for me, but only in CLI 5.1 version. I also tried the broswer action, but it not worked too. I don't know what I've to do anymore to fix it.

    I have only one issue with audio in the iOS game: the sound only plays after the player touch the screen.

  • RenatoB

    Emptying Plugin references from Addition.xml is true only for Android! For some strange reason it doesnt work for iOS. Thats why I had to Cordava export from C2 to a new folder and leave the contents of the Addition.xml as it is. Created a new XDK project.

    I only removed Google Analytics and fixed the Product ID for Game plugin (was not required as its Google store, but still the Game Plugin XML is wrong).

    You dont need to add anything from Plugin Management screen. This is just like old time. Export from C2 and build as it is.

    Here is sample of how my addtion.xml looks like. Note I have added your Orientation code as well. But it doesnt work for me.

    <platform name="ios">
        <preference name="Orientation" value="landscape" />
    </platform>
    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-ad-adcolony" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-ad-adcolony" />
    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-ad-chartboost" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-ad-chartboost" />
    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-game" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-game">
        <intelxdk:param intelxdk:name="APP_ID" intelxdk:value="635233333330"/> 
    </intelxdk:plugin>
    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-payment-iap" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-payment-iap" />
    <intelxdk:plugin intelxdk:name="org.apache.cordova.inappbrowser" intelxdk:value="org.apache.cordova.inappbrowser" />[/code:wejuolom]
    
    Please help me with teh Orientation and Audio on CLI5
  • SamRock

    Thank you for the tips. I'll do some tests, inclusively with the orientation lock code, and return after it to tell you the news (a good ones, I hope so! ).

  • SamRock

    No luck! I got the same error.

    My addition file;

    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-ad-chartboost" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-ad-chartboost" />
    <platform name="ios">
        <preference name="Orientation" value="landscape" />
    </platform>[/code:1l21e3l4]
    Build log: 
    ** BUILD FAILED **
    
    The following build commands failed:
    	CompileC build/BS\ Free.build/Release-iphoneos/BS\ Free.build/Objects-normal/armv7/ChartboostPlugin.o BS\ Free/Plugins/cordova-plugin-ad-chartboost/ChartboostPlugin.m normal armv7 objective-c com.apple.compilers.llvm.clang.1_0.compiler
    	CompileC build/BS\ Free.build/Release-iphoneos/BS\ Free.build/Objects-normal/armv7s/ChartboostPlugin.o BS\ Free/Plugins/cordova-plugin-ad-chartboost/ChartboostPlugin.m normal armv7s objective-c com.apple.compilers.llvm.clang.1_0.compiler
    (2 failures)
    Error code 65 for command: xcodebuild with args: -xcconfig,.../BS_iOS_Final/platforms/ios/cordova/build-release.xcconfig,-project,BS Free.xcodeproj,ARCHS=armv7 armv7s arm64,-target,BS,-configuration,Release,-sdk,iphoneos,build,VALID_ARCHS=armv7 armv7s arm64,CONFIGURATION_BUILD_DIR=.../BS_iOS_Final/platforms/ios/build/device,SHARED_PRECOMPS_DIR=.../BS_iOS_Final/platforms/ios/build/sharedpch
    Command finished with error code 2: .../BS_iOS_Final/platforms/ios/cordova/build --release,--device
    ERROR building one of the platforms: Error: .../BS_iOS_Final/platforms/ios/cordova/build: Command failed with exit code 2
    You may not have the required environment or OS to build this project
    Error: .../BS_iOS_Final/platforms/ios/cordova/build: Command failed with exit code 2
        at ChildProcess.whenDone (/Developer/cordova/5.1.1/node_modules/cordova/node_modules/cordova-lib/src/cordova/superspawn.js:134:23)
        at ChildProcess.EventEmitter.emit (events.js:98:17)
        at maybeClose (child_process.js:753:16)
        at Process.ChildProcess._handle.onexit (child_process.js:820:5)
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