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#71
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Quote:
Of course, we all know that doesn't always work out, but still, fingers crossed. Thanks for keeping us up to date on it Thomas, really appreciate it |
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#72
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First truly original runner I've seen in a long time.
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#73
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LOL... I guess you can tell how excited I am for this game based on the number of posts i posted for the last week. Haha!
Cmon Apple! |
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#74
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So... Any news? Next week maybe? Im still hoping it comes out later in the day though.
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#75
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No news regarding the release?
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#76
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This will be my last post on this thread til game comes out... Excitement is slowly dying. If it comes out on the appstore, yay. But if it doesnt, meh.
Last edited by Exact-Psience; 08-23-2012 at 03:50 PM.. |
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#77
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This review process is taking foreverrrrrrrrrrrrrrrr
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#78
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This project keeps holding me in suspense.
I've been creating apps for quite a while now, but this was new to me: It seems like it makes a *slight* difference in how an app will execute when it has been installed onto a device using Xcode instead of using iTunes for installation. Now, during our testing rounds I had always installed it onto the devices via Xcode and thus we never saw this issue that Apple had found now... And thankfully they found it! During testing, it ran perfectly, especially on the iPad 3 (it even is extensively optimized for this device). And at first, it seemed to have run well on Apples testing devices, too. But when they had tried it on the iPad 3, it only produced an OpenGL framebuffer violation and refused to start. It wasn't even a "watchdog crash", the screen just stayed blank because OpenGL said "no, thanks". And this only happened when it came onto the device via iTunes and not via Xcode. Strange enough - I mean, we're talking about a full scale installation, running without cable and console, being tested and launched over and over for weeks and weeks. But apparently, the installation process can make quite a difference. Very well, lesson learned. Anyway, I was able to fix this within less than an hour (at startup, I drew into an invalid framebuffer position when dealing with the large iPad 3 resolution - which didn't bother OpenGL when it was an Xcode installation). Now it's fixed, resubmitted and waiting again. ![]() But I must admit, I'm not too unhappy with this delay after all. Because I've also submitted my new promotion video to App Store Marketing for approval this week - and, as it takes around five business days for approval of promo materials, I was a bit afraid of ending up with an app ready for sale and a promo video that I had no approval to publish. So, hopefully, app and video will now get approved soon and possibly simultaneously. Sorry for the waiting. I can tell you, developing apps takes nerves of steel... Stay tuned! Thomas |
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#79
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Hopefully your not on the bottom of the cue again. I hope they just put your case on hold until you resubmitted it. I can't wait for this
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#80
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Quote:
Well, though math tells me the earliest day is friday (or even monday), I'll probably keep up checking my devices constantly for an "app status changed" message... minute by minute... ![]() Cheers, Thomas (walks away checks device) |
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