Not sure if anyone else has tried this, but I was able to submit an app to the app store for review. Whether or not it gets accepted is another matter.
This was for a z-code game. I’m going to do another with glulx and perhaps that is even more up to date.
Zarf’s code and instructions are very clear, but they are a few versions out of date. I can’t remember all the small differences, but here are the main ones:
–To install a provision on your device, you click “Window” from the top menu, then select “Devices” — in the window that pops up, you control-click the device, and on THAT drop down you pick “show provisioning profiles.”
–Zarf’s code is set to target iOS version 4.something — but iTunes will only accept projects that target at least 5.1.1. So you select the main file in the left-hand window, then select the “general” tab in the middle window, and then in the middle window you can set the target operating system to be higher (the minimum is 6.0 I believe).
–When you first open zarf’s code (or rather, when you check out his code and make a clone of it? i am over my head as I’m sure is evident) – you’re asked if you want to update and fix issues with the code, and I just said “yes” — I think all it does is show you warnings for every command that’s been deprecated.
–Zarf’s instructions don’t go through the iTunes submission process too much. It’s finicky but well documented on Apple’s site. It involves a lot of screenshots of your game on different devices, and then searching through XCode’s menus to find the “archive” and “validating” it.
There are a million warnings on the code, but it is still accepted. (The warnings are mostly about implicit conversion of longs to integers, and then a smatter of deprecated formatting things).
My, what an exciting post this is! Anyway, I was impressed at how clear zarf’s instructions were. It’s still a slog to do, but it was possible.