Submitted first app for review

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Aaron Kardell

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Jul 28, 2009, 1:41:44 PM7/28/09
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So, I submitted my first app for review last Tuesday.  The app is heavily reliant on some server code, so it's fairly easy to see when it's tested.  As best as I can tell, someone began reviewing it yesterday and spent no more than about 5 minutes in it.  I can tell they used at least a few of the more "advanced" features in that short time.  I was hoping this meant acceptance or rejection was imminent, but I haven't heard anything via e-mail, and iTunes Connect still just says "In Review".  Has anything experienced anything similar?

Aaron

Jon Steinmetz

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Jul 28, 2009, 1:52:27 PM7/28/09
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Hmmm, that is actually very interesting. I would be interesting to
hear more of what you find like if it is run any more and how long
until you get accepted or rejected.

Thanks.

Aaron Kardell

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Aug 10, 2009, 6:29:30 PM8/10/09
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Here are a few stats for anyone who's interested...

I submitted the first version of my app Tuesday, July 21st.  Apple reviewed it Monday, July 27th.  I received a rejection notice on Thursday, July 30th.  (More on that in a minute.)

I resubmitted the app on Thursday, July 30th.  Apple reviewed it Thursday, August 6th.  I received an approval notice on Friday, August 7th.

My app is called iGarageSale and it allows you to browse and search garage sales from craigslist.  I had originally rated the app as 12+ when I submitted to Apple since it pulls in sales from craigslist and I have no control over the content.  I figured citing the app as having infrequent mature content was sufficient since it is really only designed to view garage sale listings.  Apple determined that by allowing unfiltered access to craigslist, a 17+ rating was required.  If you're interested in more details on all of that, I've posted a blog post here: http://www.igaragesaleapp.com/blog/17-up-rating-explained/

Aaron

Andy Atkinson

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Aug 17, 2009, 1:30:43 AM8/17/09
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Awesome. what did you use to record your demo screencast? I just purchased iShowU HD and forgot about thinking about iPhone screencasting too...

Andy Atkinson
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Andy Atkinson

John Sheets

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Aug 17, 2009, 9:27:04 PM8/17/09
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FYI.  Atebit's simfinger is apparently a good tool for improving iPhone demo videos.


John

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John Sheets

"The Internet is not something you just dump something
on.  It's not a big truck.  It's a series of tubes."
 --Senator Ted Stevens, R-AK



Aaron Kardell

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Aug 17, 2009, 9:34:46 PM8/17/09
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Andy,

I used Simfinger + Screen Snapz Pro X + iMovie for editing.  There were a few things that couldn't be done natively on the simulator.  I'll have a blog post about how I pulled that soon.

Aaron

Andy Atkinson

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Aug 18, 2009, 1:57:14 AM8/18/09
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Awesome, thanks. Simfinger+iShowU HD+iMovie will do the trick for me.  I'm curious to check the blog post too.

Andy
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Andy Atkinson

Andy Atkinson

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Sep 8, 2009, 12:44:15 AM9/8/09
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Thanks again for the suggestions on SimFinger. I used that along with iShowU HD to record the screencast here:

iShowU HD has a "don't record mouse cursor" mode (like Snapz Pro X) and I bought it mainly because it was a lot cheaper ($30 I think). From SimFinger then I was able to use the "circle finger thing", "show all the fake apps" thing, and able to customize the default "Carrier" text to say "AT&T" for a more convincing effect.

We recorded it several times to get it to around 20 seconds and 2MB so it loads quickly for site visitors. Nate converted the .mov to a .swf suitable for playing on the website for users who have flash. The flash overlay sits on top of a static iPhone image.

Andy

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Andy Atkinson

Aaron Kardell

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Jan 12, 2010, 3:18:26 PM1/12/10
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Follow up from a while ago...  Dan & Mobile Orchard were kind enough to publish the article on native app emulation for demoing purposes:

http://www.mobileorchard.com/simulating-native-apps-in-iphone-simulator-for-better-demo-videos/
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