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2013.09.06Distributing your openFL app on the iOS App Store

If you use openFL chances are that, when you want to ship, you open your Build/ios/Project.xcodeproj with xCode, change the Release signing options, recompile from xCode and create an Archive with xCode.

And redo this everytime you change your mind and modify something in your app…

I worked on the openfl-native templates/iphone/PROJ.xcodeproj/project.pbxproj this morning and we will soon fix this with Joshua so you will be able to sign your app without opening xCode (hacking the template worked for me).

The missing part is: how to create the archive (zip) and send it to Apple.

I am trying this and will tell you if the archive was accepted by apple:

$ cd Build/ios/build/Release-iphoneos
$ zip -r MiliWorlds.zip MiliWorlds.app

To send the App, I first configure it on itunesconnect and then use the xCode "Application Loader" tool and select my zip file (I don't do that a lot so I guess it's ok).

I hope it will work, please tell me if you think it won't! :)

The next interesting thing to easier your life may be to use "Transporter, Apple’s command-line delivery tool, to deliver App Store metadata localizations, in addition to In-App Purchase and Game Center metadata.".

EDIT: Miliworlds was accepted by the App Store. This process is valid :)