I sent my e-mail with the address in caps hope it won't make a difference I guess I may have to resend it oh well
well that is a releefe and yea i am suprised how this thread has stayed alive for 300 pages with out an update
I am amazed at how apple just keeps finding any way they can to keep this game down while other crap games that have major bugs seem to make it right out the door!! What a shame...
Damn.. Hope they resubmitted a bug-less/good version now. Hopefully this game will get some bosses in ep 3 or 4 that would be so awesome
yeah they said they resubmitted as of the 26th of september so the cycle starts AGAIN.. at least it seems to be getting quicker (the approval process)
Minigore - developer's perspective, part II Hi guys, I'll try and give a brief technical description of how these things can happen. If technical descriptions just make you more anxious, please stop reading here. It's a long post, but may give some of you relevant info, especially to any other developers reading this. Developers (such as Mountain Sheep) are required to test application on their own to make sure it works on different devices and OS versions, and when it passes their testing, make a build specially wrapped and signed for Apple. Apple tests that the version submitted to them by the developer works as expected. Nothing can ever be published on iTunes without going through Apple first. This is good because it means most games you buy will actually work rather than trash your phone. Where this breaks down: iTunes does not allow anyone to install the package built and signed for Apple, except Apple themselves. This means that if the version submitted to Apple is somehow corrupted or different from the Developer tested version (for example, missing or using older versions of project files) then it will look fine to developer but fail in Apple's final testing. My guess is that this has possibly happened to other developers as well (maybe Gameloft's recent dungeon crawler?), and there are only two ways to really test for this case: A) modify package after wrapping for final testing, or B) install and test on a jailbroken iPhone(s) Neither of these two are perfect, option A requires changing the signature once we've already wrapped it up for Apple meaning we're not testing *exactly* the same package, and option B requires modifying device firmware introducing other unknown factors into play. If other developers have additional ideas on how to make this work better, please let us know. So you see, it's not exactly developer's fault because they can't test the version as submitted, or Apple's fault since they're just making sure the sent version runs and appropriately reject it if doesn't. However, there's a gap in the process, because developer and Apple are not dealing with same versions of the files. This is a problem only Apple can address, and hopefully will, with this kind of feedback from developers and users. Hopefully the process gets smoother as Apple continues to evolve platform, in the meantime we'll use what options available to us and add some technical checks into the package itself. We'll also add more checks into our own publishing process, as discussed elsewhere. TL;DR: Developers can't (legally) install or test the exact final binary package as built for Apple. Final testing requires either modified package or jailbroken phone. We'll do what we can. Mountain Sheep still loves you.
Maybe it won't eb a bad idea to do away with the so-called weekly updates.maybe you should take three months and finish the game.i.e include everything yoiu wanted to and then submit to apple.your current strategy simply doesn't seem to take off!!
Submitting new versions isn't really slowing down our development that much, it's just making us do checkpoints that wrap up complete features. That in itself isn't a bad thing. While Apple is testing the game we continue to push forward at the same time, and now we're adding more beta testers to make sure they catch whatever bugs there may be are well in advance. If we had taken three months to make something ubercool and then submitted, we'd have likely run into these same problems anyway for the first time. The beauty of the faster times is that you learn faster and you can apply this learning right away and improve the process. Other games have shown that fast turnaround times are possible, what we need to do now is learn from the challenges and get better at this. We really want to release more often and get feedback from players. This is how at end of the three months there would be a much better game that has seen several updates. Many times the things to change or test aren't even bugs, but smaller stuff that just needs to be tweaked and balanced. If you'd rather just see the larger update all at once, the choice is yours to not update Minigore until a few more episodes have passed. We'd rather give that choice to you guys.
cool lil game and all but i'm so confused as to why this gets on the front page practically every day
I really like the idea of small, regular updates. I think your team had a great plan and apple's methods just messed it all up.
i don't wanna even look at the app store rating anymore after this news, wait...no seems to have gone up 1/2 a star glad to see some people are starting to cut them some slack