Super Foul Egg In The App Store

Super Foul Egg is now available from the Mac App Store!

This version includes the final menu screen, allowing players to choose the number of egg colours in a game, the drop speed, the starting number of garbage egg rows, and best of 3, 5 and 7 games. It also includes a “Controls” menu item that opens a window that shows the keyboard controls and a new icon.

It’s free, so give it a try!

The current version has one known bug. The text in the menu screens doesn’t render properly on retina Macs; it’s a known problem with Cocos2d’s TTF support. I’ve fixed this in the BitBucket repository by switching to a BMFont instead of TrueType, so I hope to get a new version up soon.

Now that’s out of the way I can write the usual grumble about the process of getting software into the App Store. My iMac refused to codesign the binary so I couldn’t release it on that machine. It kept insisting that there weren’t enough teams (or some similarly meaningless error). It was right - my provisioning profiles in the Xcode Organiser had “Unknown” listed as their team. Trying to refresh via the Organiser didn’t work. I eventually discovered that the way to fix the problem was to delete absolutely everything from the “login” keychain and refresh in the organiser, but not before I’d spent two hours fighting with the damned thing and switched to my MacBook instead.

On the MacBook, I discovered that I had too many teams. My last employer didn’t get around to revoking my access to their iOS developer team. I removed myself, but it seems that removing access doesn’t remove me from the team. I apparently have to contact Apple to do that, which I assume is because Apple love their developers so much they want to interact with them whenever possible. It’s not that they hate their developers and can’t be bothered to make a UI for that function.

In total, giving Apple $99 for the developer licence probably took about 10 minutes. Getting codesigning to work took about 3 hours. The approval process took exactly 2 weeks. Going from “ready for sale” status to appearing in app store searches took 6 hours.