Discuss games on Apple platforms.

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F2P Game with Cash Rewards
Does anyone know what are the considerations / requirements of Apple Store to offering cash rewards to users for a free to play game (i.e., not a betting / gambling licensed app)? Our game does not involve real money transactions. We have consulted legal experts who have confirmed that we do not fall under the category of a betting or gambling company, as users are not required to make any payments to enter our competitions. The only requirement to enter to the cash rewarded competitions is to have an in-game asset that you get in the F2P competitions or buy this in-game asset in the store. The cash rewards we offer are distributed solely based on performance in the competitions.
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472
Oct ’23
GameCenter crash starting iOS 16.4.1
Hello, Our game has been released since 2020, and we recently started seeing a crash starting with iOS 16.4.1. We're having trouble reproducing it, it only seems to happen on brand new devices with GameCenter accounts that have not run our game before, it seems to me the first time the game tries to make a save. We just got our hands on a pair of new devices and still cannot reproduce the crash. My knowledge of Obj-C is exactly zero, so it's difficult for me to know what's really going on here. I've attached the crash log and a screenshot of what I believe is the file and line pointed to in the crash. From what little I can tell, it might just be that the function on line 58 is missing an extra argument as with the one on line 63, is it possible it's that easy? Is it possible that's something that's changed starting with 16.4.1? Any help is appreciated! 2023-10-31_10-13-06.1263_+0100-c51744f526ed25211ba33f86d78d738167b94ce2.crash
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617
Oct ’23
Double tap vs triple tap for voiceover
Refering to the apple accessibility plugin for Unity: https://github.com/apple/unityplugins. I have implemented the apple accessibility into my app and it works mostly well. However, why are button clicks (voiceover) triggered by a triple tap instead of a double tap, unlike applications developed using Xcode? Is this normal? Is there a way to change it to a double tap? Thank you
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524
Nov ’23
Is this considered gambling in a mobile app?
Hi all, I had a quick query to see if this would be considered gambling under guidelines - I charge a monthly subscription fee to unlock this feature of my app ($4.99/month) Each subscriber gets 400 of our app's internal currencies. Users can use this app to bet on sporting events. They can bet only on the outcome of the event. They will be provided with live odds through an API. Based on how well they do, the users with the most of our internal currencies at the end of the month will win prizes. Would this process be considered gambling and require licenses on our end? Thank You for your help!!!!
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405
Nov ’23
Can anyone help me with this problem? most of the games i downloaded from app store or even in steam won't run. even they are compatible with macOS
Translated Report (Full Report Below) Process: Asphalt8 [1703] Path: /Applications/Asphalt8.app/Contents/MacOS/Asphalt8 Identifier: com.gameloft.asphalt8 Version: 7.4.0 (5.0.144) Code Type: X86-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2023-11-22 19:06:58.3982 +0800 OS Version: macOS 14.1.1 (23B81) Report Version: 12 Anonymous UUID: AEBBC989-7D55-FCAB-97CE-851A3B261A43 Sleep/Wake UUID: A1667D0D-B0AE-49E2-A94C-7E34B07BA5B8 Time Awake Since Boot: 1308 seconds Time Since Wake: 444 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x00000000000000c0 Exception Codes: 0x0000000000000001, 0x00000000000000c0 Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [1703] VM Region Info: 0xc0 is not in any region. Bytes before following region: 140737487834944 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL UNUSED SPACE AT START ---> shared memory 7ffffff81000-7ffffff82000 [ 4K] r-x/r-x SM=SHM Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 Asphalt8 0x10ecdfda2 0x10d56e000 + 24583586 1 Asphalt8 0x10ecdfac5 0x10d56e000 + 24582853 2 Asphalt8 0x10ec30adb 0x10d56e000 + 23866075 3 Asphalt8 0x10d7fecc9 0x10d56e000 + 2690249 4 Asphalt8 0x10ec103c6 0x10d56e000 + 23733190 5 Asphalt8 0x10d57b89d 0x10d56e000 + 55453 6 Asphalt8 0x10d57bc85 0x10d56e000 + 56453 7 Asphalt8 0x10d575947 0x10d56e000 + 31047 8 CoreFoundation 0x7ff81b872ef6 CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER + 137 9 CoreFoundation 0x7ff81b902cac ___CFXRegistrationPost_block_invoke + 86 10 CoreFoundation 0x7ff81b902bfd _CFXRegistrationPost + 530 11 CoreFoundation 0x7ff81b842e49 _CFXNotificationPost + 826 12 Foundation 0x7ff81c72422e -[NSNotificationCenter postNotificationName:object:userInfo:] + 82 13 AppKit 0x7ff81edf603a -[NSApplication _postDidFinishNotification] + 311 14 AppKit 0x7ff81edf5d82 -[NSApplication _sendFinishLaunchingNotification] + 215 15 AppKit 0x7ff81edf3e27 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 542 16 AppKit 0x7ff81edf3a7c -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 679 17 Foundation 0x7ff81c74cd4e -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 308 18 Foundation 0x7ff81c74cb61 _NSAppleEventManagerGenericHandler + 80 19 AE 0x7ff8228ea9da 0x7ff8228df000 + 47578 20 AE 0x7ff8228ea228 0x7ff8228df000 + 45608 21 AE 0x7ff8228e3b7d aeProcessAppleEvent + 409 22 HIToolbox 0x7ff8265f3664 AEProcessAppleEvent + 55 23 AppKit 0x7ff81ededbae _DPSNextEvent + 1689 24 AppKit 0x7ff81f6e1348 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1304 25 AppKit 0x7ff81eddedfa -[NSApplication run] + 603 26 AppKit 0x7ff81edb2e10 NSApplicationMain + 816 27 Asphalt8 0x10d586484 0x10d56e000 + 99460 28 dyld 0x7ff81b41a3a6 start + 1942
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642
Nov ’23
Inconsistences in unfair rejected app review
I'm facing some issues trying to publish my app in Apple App Store, after made all the changes that they requested me I found in a dead end when they say it violates the Guideline 1.1.7 - Safety - Objectionable Content because it refears to COVID-19 in its concept or theme (wich isn't true). My suspicion is that they think that because the name of my game "Super Viral 19" wich is a complete baised interpretation, I don't mention or make refference to COVID-19 dicrectly nor indirectly way. But that is not the worst part, in a simple search I found out this application Antidote COVID-19 wich refear to COVID-19 in every part they can, its title, its description, along all the game, you have to develop vaccines and is developed by a game studio (not a medical institution). These facts drove me to the conclussion that I'm being victim of discrimination, and it is very frustrating when a mega corporation like Apple generate this unfair competition between their competitors giving privileges to some developers and privating it to some others who doesn't have the same resources. So my cuestion is wich would be the right place to report this abuse? I mean a governamental or consumer defense entity. I would like to listen similar experiences and how would you resolve it. This is my game, it doesn't have more than these three screens: Thanks in advance, Heraldo
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422
Nov ’23
Help Uploading game, Info
I asked a question here already and someone replied but then i had another question and no one replied so im making another thread. I asked about what kind of information do i have to fill in when uploading my game. When it comes to personal information is it just my nam?e, email?, phone?,bank account (can it be paypal or ebanks?), also do i need proof of address (can it be a p.o box? what else do i need? I really want to know every single one of them. Thanks
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502
Dec ’23
iOS 16 & 17 touch input stutter on Pro Motion devices. Workaround?
The touch input stutter issue that exists since iOS 16 on devices with Pro Motion Displays has not been fixed yet. I filed a bug report in July but there isn't any progress since months. I see the problem in all games I tried. My game is fast paced so the stutters are quite obvious and I receive a lot of complaining emails. My game did run smoothly on Pro Motion devices with iOS 15. Is there a known workaround? I am seeing other developers having the same issue but I can't find any solutions. Other threads about this issue: IPhone 14 Pro stuttering in most games when using touch controls FPS drops when tapping the screen on iPhone 13 Pro Max
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620
Dec ’23
Is there any payment from Apple for my old developer account?
Good afternoon, I had a developer account and for years I developed several gaming applications for Apple. And a few years ago I went to look at my old developer email and there was a confirmation of Apple's payment debit to me for the profit I earned on my apps. Could you check if Apple left any payments pending on my old developer account? I would like you to give me an answer because even my old games were removed from the Apple store. Thank you!
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398
Jan ’24
Bad network latency when using Game Center for real-time multiplayer
In our multiplayer game prototype, we experience a ping of 300 ms (at best) when using Game Center and GKMatch to send data between players, over the GKMatch.SendDataMode.unreliable channel. This latency is not suitable for a real-time game. When we tested alternative services like Unity's Relay under identical conditions (location, devices, and Wi-Fi), we achieved a ping of 120 ms. Is a ping value of 300 ms typical when using Game Center? I can think of possible reasons in case it's not typical, but I can't be sure: Is there a different behavior (servers relaying peer-to-peer connections) when the game is not yet released on the store? We're in Europe, maybe this is normal in Europe and better in US?
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424
Jan ’24
Audio Playback Issue in Unity-Developed iOS App: Intermittent Sound Output
Hello, I am reaching out for assistance with a problem I've encountered while developing an iOS app using Unity. Recently, in apps built with Unity versions 22.03.14 and 22.03.17, we have been experiencing issues with AudioSource not properly playing background music (BGM) and TTS MP3 files received from the server. Here is the situation: In the initial map scene, BGM and TTS files play normally. However, from the next scene onwards, no sound from AudioSource can be heard. This issue persists even if we return to the first scene. Interestingly, sounds from an external video call asset called Agora SDK are audible. This issue has occurred in Xcode versions 14.3.1, 15, and 15.2. The app functions correctly on other OSs (Windows, Mac, Android). Additionally, when the app is moved to the background and then reactivated, the BGM starts to work again normally. At this point, briefly hearing the previous BGM suggests a potential issue with iOS audio initialization. Furthermore, we use Addressables.LoadSceneAsync for scene loading. Here, scenes are loaded in Additive mode, and after the loading scene covers the screen, the previous scene is deleted before the next scene is loaded (using the Unload method provided by Addressables). The AudioListener is attached to a camera in a DontDestroy state. Considering that this setup worked previously, the cause of the current issue is unclear. For scene loading and unloading: Loading: Addressables.LoadSceneAsync(resourceName, LoadSceneMode.Additive, true); Unloading: Addressables.UnloadSceneAsync(sceneInstance); We are managing the code flow using async/await. Could you provide any advice or solutions for this issue? Thank you.
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Jan ’24
any example based on SpriteKit for getting started ?
Background: This is a question asking for a good example of SpriteKit from a very new iOS developer who is investigating for starting an iOS 2D game project. As I explored in the official apple development doc, to dev a 2D game SpriteKit is the very framework I am looking for. There have been some clear and succinct words for any API and class documented in the reference spec when I started a project in Xcode. However I haven't been able to finish the project as having no any general idea about what is always needed of a typical game using the framework. Question: As an experienced Java Spring programmer I believe that I am needed a brief example to get started with the SpriteKit framework which provides me an idea of necessary steps for a 2D game.
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649
May ’24
Google mobile ads (native) for iOS games
Hi, do you have some documents how to implement native ads in Xcode but using ObjectiveC or Swift for mobile game exported through Unity. What is the best way? If you have some projects, can you share them just to see implementation? The main problem is when I export game using Unity the whole concept of Xcode is different. I need to make "framework or pattern" for all games I want to export. Thanks in further!
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408
Jan ’24
Unreal Engine 4.27 VR Game on VisionOS
Hello everyone! I'm completely new to Apple. So my Situation is the following: In the company I work we have a Virtual Reality Educational Game made in Unreal Engine 4.27. Now with the release of the Apple Vision Pro we plan on making our game available on VisionOS, but like I said, we're kinda new to the Apple Enviroment and I already encountered some Problems with Building Unreal Engine 4.27 on XCode 15.2, which is a requirement for VisionOS if I understand correctly. So what I wanted to ask is, if anyone has some experiences with porting an Unreal Engine Game into VisionOS already, what's the best guideline to accomplish that everything works out correctly. Maybe some access to a Tutorial or Guide, etc. Our progress is the following: I'm using a MacBook Pro with Sonoma 14.2.1 with Xcode 15.2. I was following this Guide to setup Unreal Engine on the Mac: https://docs.unrealengine.com/5.3/en-US/downloading-unreal-engine-source-code/ The first problem I encountered was some weird Errors when building the ShaderCompileWorker. Errors like "variable 'x' set but not used [-Werror,-Wunused-but-set-variable]" and "use of bitwise '&' with boolean operands [-Werror,-Wbitwise-instead-of-logical] I know the reason why those errors are happening but I didn't want to reassamble the whole Unreal Engine Code so I was looking for a general solution but the only thing I found was People reverting to XCode 13.4.1, which is not possible when I want to use VisionOS I believe. So now I'm thinking if a Unreal Engine 4.27 Game Port to VisionOS is a reasonable thing to do, or if it's just hardly possible to do. I would like to have some more insight about that topic, before putting a lot of work and resources into that task, only to realize that it maybe won't work at the end. I'd appreciate any kind of advice or help on that topic, just to have a better view on the whole issue - like I said, we're new to Apple :) Thanks a lot in advance!
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1.2k
Jan ’24
Multiplayer test mode
I’m really sorry if this is not the proper place for this. I’m developing a game with online mode what works just fine in WiFi mode but not in mobile network. If someone has two Apple devices and can try if with the mobile network the multiplayer mode works I will appreciate A LOT https://apps.apple.com/es/app/ufo-snowboard/id6474542185
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353
Jan ’24
Game Porting Toolkit Error
I tried twice to install homebrew and I got a error message twice: Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/02.make /Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple
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1.5k
Jan ’24