Post

Replies

Boosts

Views

Activity

Reply to Does repurchasing non-consumable items have the same effect as restoration?
If a user purchases a non-consumable item that has already been purchased again It's not possible to re-purchase a non-consumable. What will happen is that they will try to re-purchase it, and at some point quite late in the process iOS will pop up an alert saying "You've already purchased this". At that point, I think your app will get a StoreKit transaction for the purchase. I am thinking of guiding them to purchase again Yes, this is safe advice if they claim that "restore" doesn't work. The danger is that they have mis-remembered what they have previously purchased, or that they are using a new Apple ID. In that case, they will be charged.
Topic: App & System Services SubTopic: StoreKit Tags:
Sep ’22
Reply to reject by guideline 4.3 Design - spam
should APPLE STORE have only one chess games, and the others are considered spam? They would allow more than one, but there is a limit, yes. my APP should be the strongest AI already Have you considered playing your app against the current App Store best-seller chess apps and demonstrating that it beats them all? I'd say there is a chance they would accept it if you can demonstrate that it is better than all the alternatives.
Sep ’22
Reply to Our app's keyword ranking is too bad in USA. We need to solve this.
You need to pay for search ads if you want your app to be discoverable on the App Store. However good your keywords (etc) are, the top spots in the search results are always adverts and no-one scrolls down beyond them. BEWARE, think carefully about how much you spend on ads. It is easy to get lots of clicks if you bid enough but you mustn't bid more than that potential user will actually earn you. There is a real danger that your competitors are spending more than they should (and so will go bust eventually) and you will be tempted to bid as much as them. No, this is not a healthy situation! This is especially dangerous when, like you, the income from the user depends on how much they actually use the app (via IAPs) in the future. P.S. On your 3D ProBox website, consider changing e.g. "0 - 3.000" to "0 - 3,000" on the "EN" version of the page.
Oct ’22
Reply to UIImage and CGImage have different aspect ratio for SFSymbols
Thanks both. I am aware of UIImage's baseline and alignmentRectInsets; is there anything else? Looking at the example of chevron.compact.down, on an @3X device I see: UIImage.size = 70.33 x 25.67 CGImage.size = 163 x 43 UIImage.alignmentRectInsets = left 0 right 0 top -25 bottom -25.67 UIImage.baselineOffsetFromBottom = -10.33 I don't immediately see how I can apply the insets and/or baseline to one size to get the other! I am attempting to draw the symbols into what will eventually be a texture atlas for GPU use. I am not particularly concerned about most of the typographic properties but I do need the symbols to have the correct aspect ratio and the correct relative sizes. So after the code above I did something like CGRect R = CGRectMake(0,0, img.size.width,img.size.height); CGContextDrawImage(context, R, cgimg); That results in wrong aspect ratios. So now I do: CGRect R = CGRectMake(0,0, CGImageGetWidth(c), CGImageGetHeight(c)); CGContextDrawImage(context, R, cgimg); Now the aspect ratio is correct, but the image is much larger - and not by a factor of img.scale (== mainScreen.nativeScale), it varies near 2.5. When I run on an @2X device, the UIImage sizes are almost the same (e.g. 70.5 instead of 70.33) but the CGImage sizes are smaller - they are, I think, exactly 2/3 of the size of the @3X image sizes. I think I trust that the size of the UIImage will be related to the font size that I ask for in the UIImageSymbolConfiguration in a stable way, but I don't trust that the CGImage size is consistent with the font size in the same way. I almost trust that it will be consistent if I divide the CGImage size by img.scale. What should I do?
Topic: UI Frameworks SubTopic: UIKit Tags:
Oct ’22
Reply to UIImage and CGImage have different aspect ratio for SFSymbols
Why not just use UIImage to draw the symbols instead of dropping to CoreGraphics? I have done that in the (distant) past, but it's a few more lines-of-code to set up the thread-local current context, just to draw one image. (Unless there is something that I've missed.) But also, as I've now learned that the UIImage just pads the CGImage with empty pixels, I'd like to make use of that in my texture atlas. I only need to draw the non-empty area into the texture, and I can add info about the empty padding to my metadata.
Topic: UI Frameworks SubTopic: UIKit Tags:
Oct ’22