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AppGameKit Classic Chat / IOS Rejected AGK Binary

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aviles22
10
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Joined: 1st Dec 2013
Location: New Jersey, USA
Posted: 11th Mar 2014 02:27
I've waiting nearly 10 days for my AppGameKit App to be reviewed and today received an email rejecting my binary: If anyone or TGC have any clue on how to resolve this please help!

Email Received:



Reasons
Program License Agreement

Hello,

We are reviewing your app and found issues with the following guideline:

PLA 3.3.12

We found your app uses the iOS Advertising Identifier but does not include ad functionality. This does not comply with the terms of the iOS Developer Program License Agreement, as required by the App Store Review Guidelines.

Specifically, section 3.3.12 of the iOS Developer Program License Agreement states:

"You and Your Applications (and any third party with whom you have contracted to serve advertising) may use the Advertising Identifier, and any information obtained through the use of the Advertising Identifier, only for the purpose of serving advertising. If a user resets the Advertising Identifier, then You agree not to combine, correlate, link or otherwise associate, either directly or indirectly, the prior Advertising Identifier and any derived information with the reset Advertising Identifier."

Please check your code - including any third-party libraries - to remove any instances of:

class: ASIdentifierManager
selector: advertisingIdentifier
framework: AdSupport.framework

If you are planning to incorporate ads in a future version, please remove the Advertising Identifier from your app until you have included ad functionality.

To help locate the Advertising Identifier, use the “nm” tool. For information on the “nm” tool, open a terminal window and enter, “man nm.”

Furthermore, if you do not have access to the libraries' source, you may be able to search the compiled binary using the "strings" or "otool" command line tools. The "strings" tool lists the methods that the library calls, and "otool -ov" will list the Objective-C class structures and their defined methods. These techniques can help you narrow down where the problematic code resides.

Thank you.
xCept
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Posted: 11th Mar 2014 04:28 Edited at: 11th Mar 2014 04:29
This is a new problem that arose last month. Hopefully it will be an easy fix for Paul but should be done ASAP as I believe all new binaries that don't use the Advert commands will be rejected by Apple (or at least the majority). Deleting the AdSupport.framework isn't enough as calls are made within the AppGameKit library to other aspects that depend on it, so building will fail if that framework is removed.

More details here: http://techcrunch.com/2014/02/03/apples-latest-crackdown-apps-pulling-the-advertising-identifier-but-not-showing-ads-are-being-rejected-from-app-store/
aviles22
10
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Joined: 1st Dec 2013
Location: New Jersey, USA
aviles22
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Location: New Jersey, USA
Posted: 11th Mar 2014 12:03 Edited at: 11th Mar 2014 12:06
Unity released a fix that is confirmed working.
This is part C of Unity's fix: (How would we do the same for AppGameKit?

Full Fix: http://forum.unity3d.com/threads/226187-iOS-Advertising-Identifier-rejection-FAQ

extern "C" const char* UnityAdvertisingIdentifier()
{
return NULL;
}

extern "C" bool UnityAdvertisingTrackingEnabled()
{
return false;
}

static void QueryDeviceID()
{
if(_DeviceID == nil)
{
#if UNITY_PRE_IOS7_TARGET
if(!_ios70orNewer)
_InitDeviceIDPreIOS7();
#endif

// first check vendor id
if(_DeviceID == nil)
{
QueryVendorID();
_DeviceID = _VendorID;
}
}
}
bjadams
AGK Backer
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Posted: 11th Mar 2014 12:09
I think we need to make the ad commands easily deletable in the ios templates for both T1 & T2
JimHawkins
15
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Joined: 26th Jul 2009
Location: Hull - UK
Posted: 11th Mar 2014 12:40
Apple are a complete pain in the bum. I suspect they'll be selling watches in five years time! Market share dropping by the day. Microsoft going Android.

I have programs 17 years old that still run on Windows. Apple would ban them. How Apple can get away with charging developers an annual fee to be treated to arbitrary rule-changes beggars belief. It's insulting and arrogant.

-- Jim - When is there going to be a release?
xGEKKOx
AGK Master
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Location: Italy
Posted: 11th Mar 2014 12:54
Jim you are dreaming.
Anyway, don't use AppGameKit extras, use OBJ C directly for this things.

Long life to Steve!
JimHawkins
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Posted: 11th Mar 2014 13:58
YOU are dreaming. See the sales figures. iOS is steadily dropping.

I suspect that Windows phone 8 will vanish, now that Microsoft have said the new Nokias will dual-boot and have Android.

-- Jim - When is there going to be a release?
xGEKKOx
AGK Master
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Posted: 11th Mar 2014 18:49
You are reading bad reports.
Apple still growing with earnings (not sales of phones) and Android is closing his OS like Apple.
Windows is growing as lightning!!

So Android will fail in 1 years or less.
Is not important the phone sales, but the App earnings.
I'm not a phone constructor, i'm a developer, and only on Apple is going great!
I'm moving on Windows Mobile leaving Android the last, as it is full of cracks and hacks.


Long life to Steve!
JimHawkins
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Posted: 11th Mar 2014 20:42
Gekko - Enter the real world at some point.

-- Jim - When is there going to be a release?
baxslash
Valued Member
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Posted: 11th Mar 2014 22:27
Let's keep it friendly and provide links rather than throwing arbitrary insults around?
Paul Johnston
TGC Developer
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Location: United Kingdom
Posted: 11th Mar 2014 22:54
It's annoying that Apple keep changing their minds on what they will accept, but here is a hack you can use to remove the advertising libraries.

In the XCode project remove the framework "AdSupport.framework" and the library "libGooglAdMobAds.a", this removes the code Apple is complaining about but it will fail to compile in this state. Now open Core.m and at the very bottom paste the following lines

That will allow the app to link properly but I don't recommend calling any of the advert commands in tier 1 as it could crash.
xGEKKOx
AGK Master
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Posted: 12th Mar 2014 00:21 Edited at: 12th Mar 2014 00:22
Hey, i don't feel myself offended by nobody.
It's only a discussion.

Jim think different from me, nothing strange.
I love Apple cause every day i earn 1K dollars and Jim love Android cause peoples crack his apps.

That's life!

Returning to thread,
Paul suggestion work really well, i'm using it since 5 months.
You can find my template with iAD integration in the iOS section

Long life to Steve!
pprem
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Location: Paris, France
Posted: 12th Mar 2014 11:02
Thanks Paul

--
Patrick P.
http://www.gamolf.fr
JimHawkins
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Location: Hull - UK
Posted: 12th Mar 2014 13:06
GEKKO - Totally agree. No malice.

I don't LIKE Apple, Android, or Windows. They're just what we have to deal with.

-- Jim - When is there going to be a release?
bjadams
AGK Backer
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Posted: 12th Mar 2014 13:47
I think if a man is claiming that he is earning 1K every day from his apps, he is doing something GOOD. Right?

Gekko, without divulging any big secrets, do you generate profits from paid apps, or free apps with ads?
xGEKKOx
AGK Master
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Location: Italy
Posted: 12th Mar 2014 14:26
Well is not a secret...
- 30% from paid apps (most of them Utility)
- 50% from free apps with in app
- 20% from iAD

To understand some tips and tricks i waited 3 years.

Every month i invest 1500$ (iAD earning) in iAD again for my apps, and they go always in top 10 in the nations i want.


Long life to Steve!
bjadams
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Posted: 12th Mar 2014 22:57
thanks a lot gekko for the information.

so basically to make $30,000 a month you invest $1500 in iAd advertising and that is what is driving downloads for your apps.

great! hope you will continue to make bigger income!
xGEKKOx
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Posted: 13th Mar 2014 01:01
Well, you need to really be careful on iAD, as you must choose the right Nation which invest into.
For example...

- Italy -> 1500$ -> You get in the top 10
- USA -> 6000$ -> To get a good position in the top 20

So is very different from nation to nation.
Also there is the CPC BID trick and you need 2 hours to adjust and get some statistic about tweaking it.

For example...

If i start a campaign for a game and i set the CPC BID on 0.50$/1000 impressions, i must pay attention if there is another campaign that BID 0.55$ or more.
So i need to find the right BID to go over some competitors.

So if there is Angry Bird that offer 2.00$/1000 to get more impression i need to set my BID to 2.10$

This is the way Apple make the money go around in a great business.
This is why iAD is better than the other advertising systems.

If you need more info i can open a post on it, on how to promote your app on iOS.


Long life to Steve!
Funnell7
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Location: UK, England
Posted: 13th Mar 2014 08:34
xGEKKOx, please do open a new thread. I would love more info and would truly appreciate it. App promotion is something we are currently looking into. Thanks!!
bjadams
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Posted: 13th Mar 2014 13:17
yes Gekko let's discuss iAd in another thread. post it in the main Forums so everyone cans see it.

Gekko is the man, always with great useful info!
Naphier
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Location: St Petersburg, Florida
Posted: 13th Mar 2014 17:46
It makes sense to me why they would reject it. AppGameKit needs to be more modular and allow developers to easily remove components they don't use or exchange them with other components (ad networks and IAP especially!).

We're about ready to release a new version of Wordspionage and I'm glad that I stumbled upon this. I would have been quite upset if we went to release and were delayed a week because of this (mostly at Apple, but also at AppGameKit for not communicating when they are aware of the issue).

@Paul - We need some sort of alert system for this kind of stuff. If a major issue like this is found is there not some way to notify all AppGameKit customers by email on how to fix it?

bjadams
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Posted: 13th Mar 2014 20:57
agree with Naphier
TGC needs to make us aware of these pitfalls when submitting to the appstore
aviles22
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Location: New Jersey, USA
Posted: 14th Mar 2014 13:37
xGEKKOx:

When you create a thread discussing iAd can you post a link on this thread? I would also like to ask you what types of other apps do you make money on?

I have a successful Heating & Cooling (HVAC) company here in Southern NJ but I work my buttocks off and it would be nice to finally utilize my education in the programming world to make some money!
aviles22
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Posted: 14th Mar 2014 14:10
bjadams:

I don't think TGC was aware of this issue as it seems to just have been something implemented by Apple in the past week. When I originally received this error by email, I immediately did a Google search and found many, many game engines that had no idea or fix for this new requirement from Apple.

Once again, Apple can do whatever they want regardless of who they make life hard for! I guess in today's world when you become a crooked Monopoly you can hypnotize anybody you want with no consequence! Its our fault for buying the crap!

Like I tell my girlfriend, when we visit 6 Flags Great Adventure here in New Jersey a 12oz bottle of water costs $8.00! Why? Very Simple, Because we buy it!
Naphier
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Posted: 14th Mar 2014 16:52
I think we're just asking to know when AppGameKit becomes aware of the issue. A simple email blast would suffice:
"Hey guys Apple made a new requirement that if you don't use Admob... We're working on a fix please follow this thread for more info..."

I mean they have our email addresses. Burying the information in a forum thread for your clients to stumble upon is not the way for them to find out. Am I expecting too much to get an email when there are issues like this? I certainly would provide this level of support to my clients. I mean an email blast takes 15 minutes to do at most.

Naphier
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Location: St Petersburg, Florida
Posted: 14th Mar 2014 18:16
Thank you! That email was perfect!!!

xGEKKOx
AGK Master
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Posted: 14th Mar 2014 18:56
I told this Apple rejection about 5 months ago, but nobody listen to me.
Since September with the new iOS Apple announced that some 3rd part plugin would be rejected.

--------------

Ok i will do a post on iAD after i will have my "Super Boy" released and i would invest much money on it in US. I will use that moment to do a sort of tutorial.

Long life to Steve!
bjadams
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Posted: 14th Mar 2014 23:58
Thanks Gekko for always supporting users with your knowledge.

Also thanks to TGC for the email! It's very handy to archive and check out again before submitting an AppGameKit app, as info on the forums tends to get lost
Impetus73
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Location: Volda, Norway
Posted: 15th Mar 2014 09:46
xGEKKOx, is there somewhere we can go to see all your released apps?

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
xGEKKOx
AGK Master
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Posted: 15th Mar 2014 16:15
Well you can see on iPhone or iPad or on MAC.
Or on my forum www.gekkotech.net

Not all my apps are shown on AppGameKit Showcase.

For the thread...
In my template (ios section) there is already the code for iAD and some extras.

Long life to Steve!

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