Well, after procrastinating for a while, I finally published my first iTunes Mac App Store app, which you can see here:. This is not a mobile app, but a desktop version built for Mac OS from the same code base that has been used for mobile builds here:. I want to share my experience in the hope that it will be useful. Credit and thanks to pigsels guide at, which helped in the process. The process is actually quite lengthy the first time around and to me surprise, it went smoothly and my app was approved by Apple in less than a week on the first submission. I did ran into some issues which I will describe below. Now, keep in mind also that not all apps is suitable for publishing as desktop app, and sandboxing may prevent some type of apps to pass the submission. Requirements: – A Mac machine — this is needed to build a Mac OS build. Also make sure you have AIR SDK installed on a Mac too (here’s some instruction to set paths after installation: ). I’m using AIR SDK 3.7. Google search app for mac pro. – Be a registered Mac Developer (). You need the certificates which you will get from the Developer section. Free games for mac in app store. Mac App Store is the simplest way to find and download apps for your Mac. To download apps from the Mac App Store, you need a Mac with OS X 10.6.6 or later. Is there any way to view videos on Safari on OSX without installing Adobe Flash? Update Cancel. Ad by GitKraken. Is it possible to run a Flash Android app without installing Adobe AIR on a device? Why is Adobe Flash so bad on OS X? Why should we enable Adobe Flash Player (or some flash) to play videos on the web? Historically, AIR applications failed several of the Mac App Store Review Guidelines: Apps that download or install additional code or resources to add. The certificates are used to sign the app, the app installer, and submit to the Apple Mac OS store. – I assume most readers of this guide already has experiences publishing to the iOS store. Publish the AIR swf using mxmlc or whatever you use to build the AIR swf. I use FlashDevelop on the PC (should be the same in FlashBuilder), which goes something like this: mxmlc -load-config+=objJigsawMobileSummerConfig.xml -incremental=true +configname=air -swf-version=18 -define+=CONFIG::AIR,true -o. Gba emulator for mac unblocked. Go to a Mac machine now if you’re not already on a Mac. Open a terminal window. Package the output using adt. Eq: [terminal]>adt -package -storetype pkcs12 -keystore “cert/AIRSelfSigned.p12” -storepass password -target bundle dist/JigsawSummerJoy.app applicationDesktop.xml -C bin. -C “icons/ios”. Bin is the folder where my swf generated in Step 1 is located, along with support files. -target bundle tells adt to build for desktop (instead of mobile devices) applicationDesktop.xml is the application descriptor. I just used the one generated by FlashDevelop and changed several stuff, the key ones highlighted below: com.permadi.jigsawSummerDesktop 1.1 extendedDesktop desktop JigsawSummerJoy Jigsaw Summer Joy 2013 F. Permadi Jigsaw Summer Joy JigsawSummer.swf false standard false true true true true 860 600 100 100 icons/icon-48.png icons/icon-57.png icons/icon-72.png icons/icon-114.png icons/icon-144.png icons/icon-512.png icons/icon-1024.png See more: The command above also tells adt to sign the output with an AIR certificate (not the Apple certificate). I used a self signed certificate in the above example ( cert/AIRSelfSigned.p12), which I created following this guide:. (If you encountered problems copying and pasting the command from the Adobe page, saying “2048-RSA” is invalid value or something like that, retype instead of copying/pasting — obviously you shouldn’t copy/paste the password and name). After step 2, adt should produce the output app file in the dist folder (which I specified). This is the application file and it should run.
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