Monday, August 9, 2010

Impossible for us to test our GameSalad game before releasing it

We are still in throes of publishing our game without errors. In my last entry, I fully acknowledged the need to test a game before its release to avoid issues, but despite our best efforts we have not successfully tested our game before releasing it.   Below is our account of our efforts and the surprising conclusion we arrived at for why we have been unsuccessful. The following post was written by our Technical Engineer, James Hernandez, recounting the trials and tribulations of our efforts to test the game before its release...


After our second publish to the App store, and after Apple's OS 4.0 migration, our Gamesalad game once again had issues. Some of our images were replaced by white blocks (later we attributed the problem to an image sizing issue). We knew we had to get our game tested on a device and not just the simulator, but Xcode Base SDK did not support our iPod Touch version 3.1.3.

To solve this problem we purchased the Snow Leopard upgrade and installed it along with Xcode 3.2.3 and IOS SDK 4.0.1. After all this was completed and our iPod Touch was connected, Xcode  did recognize the device and had no options for version 3.1.3 device support. We made sure that Xcode was properly installed and was located in the MAC HD/Developer/Applications.

We then knew that we needed to get a hold of an iPhone with OS 4.0 installed. Once an iPhone was obtained, we registered it in our iPhone Provisioning Portal under DEVICES. Once this was completed, we then navigated to PROVISIONING and clicked on the Development tab. We modified the provisioning profile we created for testing to include the new device. The profile was then downloaded onto our computer. We double-clicked the downloaded profile which opened in Xcode.

Once Xcode opened, our new iPhone device was recognized and displayed in the Xcode Organizer window. We clicked on the button asking us if we wanted to use the device for developing and then selected the provisioning profile we just downloaded. We closed the Organizer window and opened the GamesaladViewer.xcodeproj file we downloaded from Gamesalad.com. The GS viewer opened within Xcode where we then had to make a few changes in the Info.plist category listed in the Gamesalad Viewer folder.

Note: The Bundle identifier within Info.plist needs to match the Bundle identifier that was created in the provisioning profile in the iPhone Provisioning Portal.

We right-clicked Gamesalad Viewer listed in the left column of Xcode and selected Get Info. Once in the project info window, we made sure that the Base SDK listed matched that of the device or simulator we were testing our game with. We scrolled down to Code Signing/Code Signing Identity/Any iPhone OS Device and selected the developer profile we created in the iPhone Provisioning Portal.

Once back into the main window of Xcode, we made sure that the Overview drop down menu showed that Device - 4.0 was selected and clicked Build and Run. The GS viewer was then successfully installed on our device and was waiting to connect with the GS creator.

However, after al of this preparation to connect the device to the computer for testing, our game couldn't be tested. It opened within the GS creator, but our device never connected with it. Our device stayed at "Waiting for Connection" for a while then displayed the following error: "Gamesalad Creator not located on network." WHA?!

We were so close yet so far from getting our game tested on a device. After upgrading the Mac OS to Snow Leopard, after locating an iPhone with 4.0 installed, after connecting the device and setting up the requirements to "Build and Go", we achieved nothing.

We searched the net and GS forums for help, but ultimately we concluded that the issue might be with our University's wireless network. Our computer and device were both connected to the same wireless connection, but somehow the GS viewer did not recognize the GS creator on the network. The device did not have phone service, but could still access the internet through Wi-Fi.

We tried a numerous options. We created a network from our computer, which the device recognized, but could not connect to the internet. We tried to connect the device through the Bluetooth function, but the device refused to be "discovered." After reading a few more GS forum posts, we concluded that the issue might be with the University's router and/or firewall settings.

In the end, our game is awaiting its third review for the App Store without it being tested on a device despite our best efforts.



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