Transparency in app icon for Mac App Store - macos

I'm tried to submit my first Mac App Store app (I already have a few iOS ones), but I'm having some problems with the app icon.
On iOS, the icon needs to be a square without transparency and the OS will do its magic to make it look like it should.
On the other hand, on Mac, icons are not square, so I submitted an app with with an icon in all the right sizes (all pngs with some alpha).
Unfortunately, the preview seems to have replaced the semi-transparent areas with black pixels. See this screenshot.
In the screenshot, you can see that app icon in "included assets" is fine (it's a bit blurry, I think because it's scaling down a high-res image), but the App Store Icon is ugly.
What am I supposed to do about this? Will the icon actually look like that on the Mac App Store?

I decided to just try and publish the app. It's now in the app store and the icon looks fine with the right transparency.
I wonder if this bug is just a sign of Apple paying less attention to details for the Mac App Store compared to the iOS one!

Related

Xcode 10 UIBarButtonItem Images Vanish On Storyboard

I am using the latest version of Xcode 10 that's available in the app store. I keep losing UIBarButtonItem images in the designer. They are visible when the app is run. I can get the images back by switching the image to a different one and then switching it back again. This is what it looks like when the images are gone:
This is what it looks like when the images are visible:
If I change one image, all of the images on the screen come back. They will generally stay until I close down and reopen the app in Xcode.
They always display correctly when run on an actual device. I have tried it on multiple iPads, an iPhone, and every device simulator that I could find. This is only an issue with images on the designer.
This is how the images are set up in Xcode:
The 1X image is 24x24, the 2X image is 48x48, and the 3X image is 72x72. All images that I am using were created in Affinity Designer. They were all saved as PNG files. This is a file with the images that I'm using for the checkmark: Checkmark Files
All of the images have the following settings:
This is what the settings for the UIBarButtonItem looks like.
So far, this is just an annoyance that is happening in multiple apps that I'm working on. I'd just like to figure out why it is happening and if it is just an Xcode bug.

No option for Landscape in iPhone Launch Images

Is landscape splash screen supported in iPhone? I don't see the option like I do with iPad, as such:
That's Visual Studio?
Because I am able to see the iPhone Landscape option in Xamarin Studio.
Try switching on and off the "Assets Catalog" dropdown to see if that helps.
Also if that doesn't work you could change at anytime from Launch image to Launch screen and there you can configure your Storyboard for all different sizes and orientations.
Note: will check later in VS.
You could add them to your assets. I don't think image assets are rendered properly in VS. It doesn't show specialized image for iPhone, iPad, watch etc. Only the generic one.
Another thing you might want to consider is using launch story board and not launch images. That's the new way of doing it or the suggested way by Apple. You have far more control on it.
Customizing launch images - Manual approach
Open LaunchImage.launchimage and change the default launch images with your own using the proper resolution for each image (e.g., Default-568h#2x.png should be 640px x 1136px). If your images have different file names then open Contents.json and change the key filename for each image.
Xcode WYSIWYG approach
Drag and drop your Assets.xcassets into Xcode (7.1 or newer version). In the opened window choose LaunchImage and add the proper image for each iOS version and device. Close Xcode and rebuild your Xamarin app to use the new launch images.
Further info : Human guidelines reference

iPhone 6(s) plus not scaling new application correctly for some users

I have a brand new Swift 2.0 XCode 7 Storyboard based application.
Target is set to 9.2. I'm currently supporting any device with GPS that can run ios 9.2
I started with the Tabbed View Template and I'm working in wAny and hAny and a single Storyboard.
It works fine in the simulator on a bunch of phones, both orientations and works fine on my 6s plus, 6s, 6 plus and a 5.
But for some users the scaling is wrong and everything comes out squished.
Even in landscape mode the TabBar Icons are very close to each other.
Narrower than even on my 6s plus in portrait.
I believe this is caused by my application not having a Launch bitmap.
My understanding is there are two ways to implement this.
Launcher .XIB/.NIB with half a dozen specific sized bitmaps attached. Or a StoryBoard Launcher with ... exactly what.
The "Or StoryBoard" is a little vague. But I wanted to keep things using the modern approach since this app is new and targeted users tend to have the latest device.
So I created my Launch Image set and tried to attached it to the UIImageView in the Launcher StoryBoard. It won't list items that are tagged as "Launcher Image Set". It will show other Image Sets and Icons. But not the ones specifically for Launcher. It shows an "L" in the xcassets list next to the Launcher Image set. I believe I have the build project setting set correctly and it looks perfect on many of the same exact devices.
After some digging, I read that if you use the "StoryBoard" method you don't need the 6 or so bitmaps anymore. You can put anything in the Storyboard Launcher View and treat it just like you would treat your main storyboard.
So I did that. I just centered a small image.png file in the View of the Launchers Storyboard. Works on all simulations and my iPhone 6s plus. I did not pin it to the edges because that would mess up the aspect ratio of the image.
A very small set of users still have the issue and one of them even uninstalled and reinstalled.
I tried playing with setting phone Zoomed, Normal, Text Size, Bold etc. They all work. Users also don't have anything out of the ordinary on these system settings.
So first, do I need the 6 proper sized bitmaps or not? I read conflicting info on this.
If I want to use the 6 images on a storyboard how to I get them in the UIImageView of the Launcher StoryBoard if they won't list? Should I put them in a regular image set. Does the "Launcher Image Set" only work for the for the Launcher.XIB?
If it's not the Launcher window, what else could it be causing this?
I know I could create a XIB/NIB with the 6 bitmaps. But that seems like I'm going backwards and I don't care about old OS versions or older phones.
I think I found my answer. When using a Storyboard Launcher you cannot use a "Launch Image Set" for your Launcher Storyboard. You have to use an Image Set.
This is the best Video I found that covers it A-Z.
https://www.youtube.com/watch?v=Vz6tCgXgZFo
It also didn't fix my initial problem. Which I'll post separately. It scales correct in Portrait but not in Landscape for hand full of users. Using the same hardware as others that it works fine on.

Icon with no transparent pixels gets funny tint in Mac's Finder

Is there any special requirement for icons used by Mac applications that such icons should have transparent pixels in the top-left corner or some other place?
I'm currently trying to prepare a Mac build of a Unity3D-based game and noticed that if the icon of the game is a full-bleed square with NO transparent pixels, it gets some funny green-red-yellow tint when shown in Finder in small size (when viewed in List, Columns or Cover Flow). The icon is displayed fine on Desktop or if the folder is viewed in "as Icons" mode.
If the icon has a transparent frame, no such problem happens. I don't know anything about Mac development and neither googling or searching here brought up anything helpful, but sorry if this is really a basic question. Is it maybe a bug of Finder on Mac? I have 10.7.5 and Mid-2012 13' MacBook Pro.
The issue happens with this icon:
But doesn't happen with this icon:
Make sure the texture you're using as the icon in Unity is set to "Automatic Truecolor." You could be getting artifacts from whatever texture compression you're using on the texture.

Xcode landscape launch image warning when not required

I am finishing up an app which only runs in portrait mode on the iPad and iPhone. As a result, I don't provide any landscape launch images - I could include them, but they would never be seen, so I'd prefer to save the space in my app.
How do I stop XCode trying to auto assign 'Default.png' and 'Default#2x.png' into the landscape images for the iPad? This causes a warning to appear, since these images are for the iPhone and so are the wrong dimensions. Alternatively, a solution to suppress the warning that appears would suffice.
Control-click on an unwanted iPad launch image in the Summary window and choose Delete. This will remove the reference to the image as a launch image for iPad. Even better, go ahead and include solid black PNG images for the unneeded launch images. They will be compressed by Xcode when it builds your app, so that they will take up virtually no space in the app bundle.
I regard the fact that Xcode automatically creates default launch images for iPhone but not iPad as a bug. I suggest you complain about this behavior at bugreporter.apple.com.
EDIT: Just to be clear, what you want is a minimal set of properly sized images with the following names:
Default.png
Default#2x.png
Default-568h#2x.png
Default-Portrait~ipad.png
Default-Landscape~ipad.png
Default-Portrait#2x~ipad.png
Default-Landscape#2x~ipad.png
This will prevent Xcode from using e.g. an iPhone launch image in an iPad slot.

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