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missing something re upload mac app binary
Posted: Mon Apr 02, 2012 9:11 pm
by doobox
Hi there,
Pulling hair out here trying to figure out what i am missing trying t upload a binary to mac app store.
I am familiar with ios procedure.
I have the app id and am able to select that in the application up-loader.
I have just saved the app as standalone, and zipped the app.
In the application uploader both the app and the zip are not able to be selected when i navigate to them.
So i am obviously missing something here, that the up-loader is spotting.
Am i missing some vital step in x-code..? I see a lot of info on signing your app, but all leads to referring to build settings in an x-code project.
If signing the app is a vital requirement, is there a guide on this for livecode built apps. I see no way to get the app into x-code as i do with an ios app.
Any pointers appreciated..
Re: missing something re upload mac app binary
Posted: Mon Apr 02, 2012 9:34 pm
by doobox
You gota be kidding me... Please tell me this snippet i just found in the forums is not correct...
"Then the answer is no. Although it might be possible with a lot of work-arounds and special adjustments, probably only in co-operation with RunRev, LiveCode submission to the Mac app store is currently unsupported. Hence documentation on the subject is unavailable."
I just wasted a 2 weeks if this is true

Re: missing something re upload mac app binary
Posted: Tue Apr 03, 2012 8:54 am
by doobox
OK.. after a lot of trawling, a lot of reading, and little sleep this is where i am at.....
It seems some have successfully submitted there apps with a little jiggery pokery..
See this post here :
http://forums.runrev.com/viewtopic.php? ... ion#p33396
I feel like i am a heart beat from pulling it off, but i still get an error.
Steps:
I create my standalone..
move it to the desktop for ease..
crack open the plist, and add the required : "Application Category".."Developer Tools"
Open terminal
In terminal :
Code: Select all
codesign -s '3rd Party Mac Developer Application: gary simpson' IconDeveloper.app
then again in terminal :
Code: Select all
codesign -d -vvvv IconDeveloper.app
then again in terminal :
Code: Select all
productbuild --component 'IconDeveloper.app' /Applications --sign '3rd Party Mac Developer Installer: gary simpson' IconDeveloper.pkg
This all appears to go well. The app is signed, with no reported errors in terminal, and the package is successfully built.
One thing to note here.. I am not implementing any MAS receipt checking yet. It seems optional from the reading i have done (could be wrong though).
So at this stage there are two ways i can see there is still a problem.
1: Trying to upload the package as a binary in the application loader, reports an error, that the payload must be an executable "Icon Developer".
Now this strikes me as very strange as the error is separating the words "Icon" "Developer" and no where in my app do i do this. So i don't know where its reading that from.
2: trying to use the .pkg locally seems to work and the installer reports successful install, but it's not.. The app is not installed into the applications folder on my machine.
Nor is it installed anywhere i can see by searching the system. So why it reports success is a mystery to me.
So.. does anyone see any thing there i am doing wrong or a stage i am missing..?
Re: missing something re upload mac app binary
Posted: Tue Apr 03, 2012 10:16 am
by Mark
Hi Gary,
IIRC, if you continue reading that thread where you found the snipped of text, it'll tell you that submitting apps to the Mac App store isn't as complicated as I thought. My interpretation still is that it isn't supported (I think code signing should be included as a basic feature) but apparently it is possible. There's a stack that helps you with code signing available on RevOnline.
Kind regards,
Mark
Re: missing something re upload mac app binary
Posted: Tue Apr 03, 2012 11:14 am
by gpb01
Re: missing something re upload mac app binary
Posted: Tue Apr 03, 2012 11:22 am
by doobox
Thanks guys, I just moments ago figured out why i was getting the exe error.
I stupidly had changed the (would be exe) to remove the space after i had alreadt=y regestered it in itunes connect as "icon developer" with space.
I have successfully uploaded the binary now.
One question remains unanswered, and is still a mystery to me...
Why the package i created wont install the app to "application" when i run it locally.. it says it has.. but its not there when i check.
This is worrying.. I guess if it passes review, i don't care. But i wish i understood why it wont work locally.. i think it should.
Re: missing something re upload mac app binary
Posted: Tue Apr 17, 2012 12:02 am
by doobox
After a couple of weeks of nail biting. I am happy to say, my first OSX app was accepted on the Mac App store.
I could not have done it without the excellent help of the contributors of this forum. Thank's guys..!
You can see the app here if your interested :
http://www.garysimpson.co.uk/apps/icondeveloper.html
More over, i am very happy in the knowledge that You can indeed make apps in livecode and serve them to the world on a level playing field

Re: missing something re upload mac app binary
Posted: Tue Apr 17, 2012 12:34 am
by mwieder
Gary-
Congrats! It looks great.

Re: missing something re upload mac app binary
Posted: Tue Apr 17, 2012 5:10 pm
by Klaus
Way cool, Gary!

Re: missing something re upload mac app binary
Posted: Tue Apr 17, 2012 5:18 pm
by doobox
Thanks guys.. It seems to be doing quite well, which is a bonus
