Hi Guys,
I am looking for some Apple document concerning App Store compliance
if any such thing exists. I have Googled, but maybe "compliance" is the
wrong word for "not getting rejected".
What I mean is the most exhaustive list of reasons why an app or game
might be rejected by Apple.
I have read about it a lot over time whether it be right or wrong:
NSLog commands should be cleared from distribution builds because they are
slow to execute
Apps may support only landscape, or only portrait orientations for valid reasons,
but if they do, they should rotate to their supported orientation in both directions.
Obviously no use of undocumented calls.
I'm sure the list goes on...
-------
One question which program authors here might have tested is regarding Apple's flexibility.
What if there's a valid reason to break one of these guidelines?
Say a game like Tilt Maze (a tilt controlled ball in a maze) lacked any touch
interface at all, and recognised button pushes by the user rolling the ball
over on-screen buttons which would keep with the theme of the game?
Or a game is camera controlled, and the author locked orientation to
landscape right to keep the camera at the top of the iPhone?
-------
Can any members here give examples of apps that were approved where
one or more of these issues were overlooked because there was merit in doing so?
I'm working on my first app intended for App Store, and it is very different.
Cheers, Art.
I am looking for some Apple document concerning App Store compliance
if any such thing exists. I have Googled, but maybe "compliance" is the
wrong word for "not getting rejected".
What I mean is the most exhaustive list of reasons why an app or game
might be rejected by Apple.
I have read about it a lot over time whether it be right or wrong:
NSLog commands should be cleared from distribution builds because they are
slow to execute
Apps may support only landscape, or only portrait orientations for valid reasons,
but if they do, they should rotate to their supported orientation in both directions.
Obviously no use of undocumented calls.
I'm sure the list goes on...
-------
One question which program authors here might have tested is regarding Apple's flexibility.
What if there's a valid reason to break one of these guidelines?
Say a game like Tilt Maze (a tilt controlled ball in a maze) lacked any touch
interface at all, and recognised button pushes by the user rolling the ball
over on-screen buttons which would keep with the theme of the game?
Or a game is camera controlled, and the author locked orientation to
landscape right to keep the camera at the top of the iPhone?
-------
Can any members here give examples of apps that were approved where
one or more of these issues were overlooked because there was merit in doing so?
I'm working on my first app intended for App Store, and it is very different.
Cheers, Art.