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Apple Approval Process

One question I often get is, “How hard is it to get an App approved by Apple?”.

The answer to this question I think is pretty simple… it’s really, really easy.

I know there is a lot of bad press out there about people having their apps rejected “for no apparent reason”.  If you believe this, you’re nuts!  Want proof that it’s easy?  No problem.  Here are my arguments.

  1. At Apple’s last count there are over 140,000+ apps in the App Store!  Does that sound like a very strict approval process to you?
  2. Look at all the apps out there that do little to nothing original.  Some seem to flat-out infringe on some pretty popular IP.  Yet, they are still available in the App Store.
  3. The first submission of Faced was rejected (4 days after submission).

Whoa!  Faced was rejected and yet there is no hard feelings towards Apple?  Yep, that’s right.  Although the reason we received via email was a little vague, we did figure out exactly why our app was rejected pretty quickly.  Also, once we figured it out we realized if we had only read Apple’s document on “Tips for App Submission” , we wouldn’t have been rejected even once.

The bottom line is that the people who get rejected, end up getting rejected for one of the following reasons:

  1. Their app crashes during testing.
  2. Their app is incredibly offensive.
  3. Their app uses a private API, or uses a framework that uses a private API.

When we submitted Faced, the average approval time was somewhere around two weeks.  Our app got rejected in about 4 days, we re-worked the app over a weekend and re-submitted.  It was about 4 days later that our app was accepted and available in the app store.

The moral of the story is this:  If you are thinking of (or have already started) writing an iPhone/Touch/iPad app, don’t worry about the approval process.  All you have to do is make sure you submit a rock solid application that doesn’t use any private API’s and isn’t incredibly offensive.  End of story.

Good luck!

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Filed Under: Uncategorized
Mar.12, 2010

Faced Lite 1.1 is live!

This post is a little late, but Faced Lite 1.1 is now available in the App Store.

If you already have Faced Lite, then the update should be available.  If you haven’t tried Faced yet, why not give the Lite version a try?  After all, it’s free!

Download Faced Lite

Tags: Faced
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Filed Under: News
Feb.15, 2010

Faced 1.1 is out!

After a little over a week in the Apple queue, Faced 1.1 is ready for you to download!  If you’ve already purchased Faced, then the App Store is probably already nagging you to download the update.  If you haven’t… what are you waiting for?!?

This update is mainly to tighten up the app in a few key areas.  Here’s a list of what is new.

  • You can now copy your creations to the Camera Roll from the Gallery
  • While you’re editing an image, you can move/delete any defect you’ve added to the picture already (not just the ones you’ve added in that particular section)
  • Moving between snots/zitz/scars is much faster
  • When you upload an image to Facebook and tag a user, their name is used in the tag line (e.g. “John Smith got Faced!”, instead of just “Somebody got Faced!”)
  • Only the final version of your creation is saved to the gallery
  • A few of the graphical headers were updated

This update really makes the app feel tight.  We liked it before, but after making some tweaks based on user feedback Faced is now even better.

We’ve got some other ideas brewing for our next release.  These will be added features, not just tweaks.  Hopefully we can get these out to you in a few weeks.

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Filed Under: Uncategorized
Feb.08, 2010

Interface Builder is your friend!

When I first started researching iPhone application coding and design, I was pretty surprised by the negativity people had towards Interface Builder.  It seemed most of the tutorials and forum posts I found centered around programatically designing and laying out your interface, which struck me as odd considering Apple gives you a tool called Interface Builder!

Admittedly, Interface Builder (IB from here on out) won’t help you a lot if you’re making a purely OpenGL application.  However, if you’re working with Cocoa Touch (like we were with Faced), then I would definitely suggest taking the time to get familiar with IB, because it will save you a lot of time in the long run, and it’s a great place to mock-up the UI of your application.

I think what discourages people from using IB is simply the connection mechanism between IB and your actual code.  Placing buttons, images, lables, etc… on your View is pretty simple, but when it comes to actually hooking these items up to your code, it’s not very obvious at first.  That’s not a problem though, right?  If you’ve already learned the basics of Objective-C and Cocoa Touch, then learning IB is no harder.  If you can layout your interface programmatically, then you can easily figure out IB.

Step 1: Read the guide.  It’s amazing how many developers out there don’t want to read the docs!  One thing that has impressed me is how well Apple documents its tools and API’s.  There is a wealth of knowledge in the Developer Center, so take advantage of it!

Step 2: Practice a little.  Create a test project and start messing around a bit with IB and your code.  Once you get it, it’s like one of those great development “Ah-ha!” moments.  Like the first time that Object Oriented programming actually clicked, or the first time some other programming paradigm just “made sense”, you will have that moment with IB.  Once this happens, and you start using IB more and more, you will realize how much faster your interface development will become.

If you’re a one-developer show, and you’ve only ever laid out your interface through code, you probably won’t start now.  That’s fine.  It’s not wrong, it’s just less flexible.  However, if you’re like us and the person/people who develop the UI/Graphics/Layout are non-programmers, then IB puts a lot of power in their hands, and frees up the code monkey’s like me to do the actual nuts-and-bolts work without having to deal too much with the interface.  I’ll create the basic Class/Nib combo, and let Cam go nuts placing buttons, images, backgrounds… whatever.  When he’s done, I hook all of his work up to the code in the back end with a few right-clicks and drags.  It’s pretty nice once you get into a rhythm like that.

There will probably be another post here that actually goes more into the nuts-and-bolts of IB use, but right now I just wanted to say that IB is a good tool for Cocoa Touch development and certainly worth investigating.

Remember, the tools Apple have provided to you are for your benefit!  Take some time to get familiar with them, and you will not be disappointed.

Tags: Code, InterfaceBuilder
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Filed Under: Code, Interface Builder
Feb.06, 2010

Developer Discussions and More!

When we decided to dive into this crazy App development business about six months ago, we knew that we wanted to document our successes and our failures as well as the problems we faced, and their solutions.

Anybody who has developed an app, is in the middle of developing an app, or is just thinking about developing one will find out that there’s a lot to learn in order to create a decent product and have it accepted for sale in the App Store.  Don’t get me wrong… there are a lot of terrible apps in the app store that clearly lacked thought, direction, inspiration, artistic ability, etc… but, that’s not the point!  The point is to make something you’re proud of and successfully launch it in the app store.

Although Cam and I are both experienced in our fields, there was still a lot to learn.   Beyond simply learning Objective-C and Cocoa Touch, you will also have to figure out XCode, Interface Builder (not a requirement, but it can make your life a lot easier), Provisioning Profiles, and the app submission process.   We also encountered a LOT of headaches around In-App Purchases (which ended up being ripped out anyway, and is an entire post of it’s own), the Facebook Connect API, and a few quirks of iTunes Connect.

To solve a number these problems we relied a lot on the experience of the community.  This blog will be our opportunity to pay the community back and offer our own insight and solutions that we discovered while developing Faced.

So… stay tuned and watch this space.  Perhaps you’ll learn something new, and maybe you’ll be able to help us make Faced (or our next project) even better.

Tags: Code
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Filed Under: News
Feb.03, 2010

Faced 1.1 is on it’s way

Just thought we’d toss a quick note out, after reading people’s feedback on Faced, we took those thoughts and concerns along with our own thoughts and compiled them into Faced 1.1. The app feels more solid and looks better. We’ve got more ideas brewing for the app. We’re not done yet.
We’ve sent it off to Apple. Hopefully it’ll be deployed sometime this week. When it does, we’ll update this post.

Also, the website is coming along nicely. It requires a few more tweaks and it’ll be good to go.

Tags: Faced
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Filed Under: News
Jan.31, 2010

Our first iPhone app is now live!

After months of learning and figuring out XCode and UIBuilder, our first ever iPhone app, Faced, is now available in the App Store.
Faced allows you to load an image of a friend (or enemy) and add big pimples, bloody noses and boogers then lets you add it to Facebook or Twitter. You can even email it as well.

Check it out on iTunes or search for “Faced” in the App Store.

Tags: Faced
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Filed Under: News
Jan.31, 2010
  • recent entries

    • Apple Approval Process
    • Faced Lite 1.1 is live!
    • Faced 1.1 is out!
    • Interface Builder is your friend!
    • Developer Discussions and More!
    • Faced 1.1 is on it’s way
    • Our first iPhone app is now live!
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