Codename One Simulator Screenshots of 6.5" iPhone for App Store Connect? - app-store-connect

My app is ready for release so I need to make the required screenshots for App Store Connect. I use the CN1 simulator to do that.
Today Apple requires 4 screen sizes if the app is for both iPhones and iPads:
iPhone 6.5" 1284 x 2778
iPhone 5.5" 1242 x 2208
iPad Pro 3rd gen 12.9" 2048 x 2732
iPad Pro 2nd gen 12.9" 2048 x 2732
For 3 & 4 the CN1 skin 'iPadPro' can be used (and I can upload identical screenshots if I understand correctly), for 2 the skin 'iPhone8Plus' can be used, but which skin can be used for 1, the iPhone 6.5"?
From help.apple.com:
For iPhone, screenshots for 6.5-inch iPhone Xs Max and 5.5-inch
devices (iPhone 6s Plus, iPhone 7 Plus, iPhone 8 Plus) are required.
These screenshots will scale down for smaller device sizes.
Screenshot specifications:
6.5 inch (iPhone 12 Pro Max, iPhone 11 Pro Max, iPhone 11, iPhone XS Max, iPhone XR), 1284 x 2778 pixels (portrait), Required if app runs
on iPhone.
I don't see any appropriate skins in the CN1 skin download list. Is there one that can be used?
P.S. My app supports 8 languages and let's say I want to show 5 different screenshots, do I really have to provide 8 x 5 x 4 = 160 screenshots? How do other developers deal with this?

I suggest using one of the app screenshot generator companies like these to generate screenshots in the various resolutions for iOS/Android. There are many such companies you can search for, these are a few:
https://theapplaunchpad.com/
https://app-mockup.com/
https://www.appstorescreenshot.com/
https://launchkit.io/
https://play.google.com/store/apps/details?id=cn.gavinliu.snapmod&hl=en_US
This is the best approach as it will always work (even if a new phone comes out tomorrow or requirements change). Notice I'm not affiliated with any of these companies... I did use a few of them for our apps.
Making a skin isn't hard but isn't trivial either. I built a tool a while back that generates skins but it's unmaintained. I find it easier to just add a skin in the project directly here:
https://github.com/codenameone/codenameone-skins/tree/master/Phones/iPhoneX
See the iPhoneX skin. The main challenges here are:
Finding an image of the iPhone where the screen is actually in correct pixel proportions (this is surprisingly hard)
Then generating the images that represent the screen surface areas
Editing the properties file for correct font size, pixel density etc.
Then you can just add it to the bash script in the root/XML build and run the script to generate a skin file. Ideally also submit a PR to the project.
I'm not asking you to do that. I'm just not sure when we'll get around to this bug as there are many issues and tasks in queue and most people pick the first option for appstore submissions (or use physical device screenshots).

Related

iTunes reject App Store Icon in tvOS 11 and Xcode 9

I faced with a problem in Xcode 9 (works fine in Xcode 8 before).
I can't upload tvOS build because of incorrect image asset for App Store icon.
But App Store icons have exactly 1280x768 size and 3 layers.
I was able to upload build to iTunes before with Xcode 8.
But now I receive such error:
ERROR ITMS-90718: "Invalid Image Asset. The App Store Icon must only
contain an image with size (1280pt × 768pt #1x). Refer to
https://developer.apple.com/tvos/human-interface-guidelines/icons-and-images/app-icon
for more information"
Do you happen to have also 2x version of your assets in the Xcode? I had this same issue than you and I was somehow presuming that I would need to provide also 2x version, but once I removed that and only have the 1x, the upload succeeded!
What worked for me was providing x2 versions for App Icon Small, Top Shelf Image, Top Shelf Image Wide, but NOT for App Icon Large. Can't understand what Apple are doing with this.
I also added a 2x version of the icon. And had the same error. Deleting the 2x version helped. It works ;-)
In my case, I hadn't added 2x images. After adding 2x images, this issue was fixed.

How to upload iPhone 6 and iPhone 6 plus screenshots using iTMSTransport?

I've tried many times to upload iPhone 6 and iPhone 6 Plus screenshots without success.
I've managed to get it working and without errors. The Terminal logs even show that the screenshots were in fact uploaded, but I couldn't see them for the languages I updated it.
Anyone having the same issue?
Right now you cannot unfortunately. I've contacted apple support, so keep fingers crossed that they'll update the tool soon.

Default.png:s in iOS 7

How do we define default pngs in iOS 7? The how-to seems to have changed with Xcode 5.
This time I'll not be supporting anything less than iOS 7 so we can leave older version out of the discussion.
You'll want to learn about Asset Catalogs, which are brand new developer technologies that you'll find in Xcode 5. Under the hood, these will be the new ".xcasset" files & folders managed by Xcode.
And that public link from Apple that I just linked to is all we can talk about publicly outside of Apple's DevForums until the NDA for iOS 7 and Xcode 5 is lifted. I have seen a couple related questions, though.
To solve this issue you have to specifically add background images for iOS 6, Follow following steps to add this using new xCode.
1) Add new image set from asset catalog and name it "Default" image set
2) Right click on that asset catalog image.
3) Choose iPhone, Retina 4 - inch from options like following
4) Add images in sequence with resolutions
320 * 480
640 * 960
640 * 1136
5) Clean your project
6) Run your project
Try this way it will work
Asset Catalog is the best thing for setting application icons... It removes the need to follow naming conventions when you are adding or updating your app icons...
You can use this for setting splash screens & application icons..
In Xcode 5 you can find this options..
1- In the project navigator, select your target.
2- Select the General pane, and scroll to the App Icons section.

Windows 8 application Resolution

I have developed Windows 8 application. and when I try to run it , to test it on another laptop ; the design got worst and everything appear in bad way.(Fonts, images, ..)
Is that related to the resolution ? If yes How I can solve it ?
How was your app developed? Is this a xaml/cs app or html/js app for windows 8 store apps? Is it in the store yet or only testing? Are multiple resolutions supported?
You'll want to test out various resolutions to see how your app handles them. Two links to test out here with your application:
Windows Store app Development Snack: Simulator tips & tricks
Scaling to different screensre
Another area to check is pixel density. Follow the guidelines for scaling to pixel density to ensure your app looks great when scaled.

Screen Resolution issue with Metro app when running in local machine (Windows 8 desktop)?

Hi I am developing a Windows 8 C# / Xaml Metro application. I have taken grid template project and customized to my design requirement.
When I am testing the application in Windows 8 simulator it works fine, but when I run the application in Windows 8 desktop using VS2012 local machine option I am facing many problems.
If I am using standard resolution of 1366 * 768 it works fine.
If I am using a low resolution like 1280 * 720 etc (low end resolutions), the screen shrinking in many cases and it causes many problem, including irregular and inconsistent look.
My doubt is:
As per my knowledge is that Metro unique feature is to scale/render in different resolutions in same way, then why is it not able to achieve it properly?
Am I missing anything very important regarding Windows 8 Metro screen resolution?
How to make the Metro app work in different resolutions of desktop in same way and give a consistent look?
Please let me know.
Thanks in advance.
This MSDN article is an excellent source on how to scale your app:
Scaling To Different Screens
Points from the article that may be relavent to you:
The minimum screen resolution for an app is 1024 x 768. Your resolution above (1280 x 720) does not meet this minimum.
For the grid graphics - it may help if you provide the suggested sizes of (100%, 140%, and 180%). For example, for the standard grid size (250 x 250), you should provide images of the sizes of 250 x 250 (100%), 350 x 350 (140%), and 450 x 450 (180%). You have to use one of the two naming schemes (file name scheme, or folder name scheme) for your app to automatically select the size. For example, if your graphic in the xaml is named "mygraphic.jpg", then you can provide the scaled images named "mygraphic.scale-100.jpg", "mygraphic.scale-140.jpg", and "mygraphic.scale-180.jpg".
Since you are not very specific in indicating what is wrong, it is hard to suggest other things. Definitely take a look at the article.
Wrap your content panel in a Viewbox. It will scale the content to fill the available space.