How to make screenshots with device bezels for the App Store in Xcode? - swift

How can I make these kind of pictures?
(Picture 1)
I know you can just take a screenshot, but it looks different:
Even if I don't take the screenshot with iPhone 12 but instead the iPhone SE, it doesn't look like in Picture 1 (unfortunately the iPhone 10 doesn't work because it doesn't suggest for iOS 14.3).
Does anyone have an idea how I can take such a picture?

As #ivanmoskalev said, you need to edit the image yourself (Xcode does not have this functionality built-in). You can look for mockup frames on the internet, but I prefer this app called Rotato.
It's $50 to remove the watermark. But you also get animations and lots of devices. In my opinion, completely worth it.

The realistic device bezel is added later via image manipulation. There is a number of services and scripts that do it.
I personally prefer using templates from Figma Community, there are quite a lot of them:
https://www.figma.com/community/file/891325178364097650
more device mockups
more App Store screenshot templates
Just don't forget to check licensing – whether the template author allows you to use derived images commercially.
Disclaimer: I didn't check for that in the links I posted above, nor do I recommend any particular template.

Related

Make iphone app ipad compatible

I have an iPhone/iPod app that I hired a contractor to make. Now I am asking same contractor to support iPad, and the contractor is quoting a ridiculously high price (the BD guy is). I think they know that since they have developed the app, they have some leverage and want to maximize their profit.
Some questions:
Is adding support for iPad mostly a UI job?
Is any coding needed except detecting device type?
Looking at their images/ folder, I can see that for every graphic, they have already made a "2x" version which is double in size. Could it be that they have already created the necessary artwork, as I have told them from the start that iPad support will likely follow the iPhone version?
If I were to use a different contractor now, as it is likely we will not come to a middle ground since we are so far apart in price, what are the things a different contractor would need to do the port?
In particular, I'm wondering if I need to fight to get the raw Photoshop files which contain the graphics, so they can be recreated for iPad, or will going by the eye be good enough? I personally don't mind if the artwork is slightly different.
This certainly makes me think twice about using contractors in the future.
Well here are some answer from my experience:
Yes mostly it just about changing the look of your app. But people are expecting a different user experience on the iPad, so not all view should be full screen for instance.
No most iPhone code will run fine on the iPad, if you are using stuff like UIImagePickerViewController then you need to change the way it is displayed.
NO the #x2 are for retina device NOT for iPad.
Source code and design would do I for me.
Having the original PSD would be nice, but you can do with out.
Just keep in mind that you just can scale up most applications and expect them to become fully excepted by users.
This really depends on the app but there are some differences for iphone and ipad.
Yes, it is mostly an UI job, and depending on screen content, porting one screen can be trivial (just checking if the autoresize functions do their job right), or though - making one from scratch. If your application has lots of complicated screens, I get why the price may be high.
Also - there are some differences in what controllers are available on each device, mostly the popovers or action sheets - that may require different code for each device.
As for the graphics - the 2x resources are actually for the retina capable devices (4th and 5th gen) - most people use them for the iPad too, but as the screen dimensions are not exactly the same, they get warped slightly. In most cases thats ok, but for really high quality, a separate set of graphics may be required.
Take these as generic answers, the complexity of the actual app may affect these answers quite a bit;
1) If the app isn't using any specific functionality on the iPhone that isn't always available on the iPad (GPS for example, or specific camera resolutions for image processing), then yes, it's mostly a UI job. That doesn't mean it's necessarily quick and easy, you may want to change the layout radically for the iPad (that, of course, is up to you though)
2) Most code except UI possibly related code mentioned above should not need much change. Exceptions if any are mostly related to different hardware on different models and depends on the complexity of the application.
3) 2x images are not for iPad, they're for the retina display on iPhone4 and later.
4) Almost impossible to answer without seeing the code or even the app, sorry. If it's a fairly simple application, everything needed should be contained in the XCode project.
5) Up to you, if you want a quick "fix" you may want to resize the 2x images from retina resolution to iPad resolution in Photoshop and use anti aliasing to make them look ok. Your judgement call though. Just check that your deal with the contractor does not give him all the rights to the artwork or you may get into trouble changing/reusing it.
It is. You'll require separate nibs for iPad UI, if you don't want different UI logic, so it's possible to use same view controllers.
View controllers will require logic branches if UI is different. It's mostly checks for user interface idiom though.
#2x versions are for retina display. They will be useful when iPad 3 with retina hits the shelves. Right now, low-res images will be enough for iPad UI.
Different contractor will require the complete code of your project along with all resources...
...so yes, get all the PSDs as well.
First off, I have well over a decade as a professional software engineer working for many clients both small and blue-chip, with broad experience of a variety languages/devices. With that said:
Please remember that the ipad version will need testing on ipad 1, ipad 2 and in a couple of weeks time on an ipad3. Testing takes time. The new version will also need to be tested again on all iphones too.
Also, you mention that this app is a game. The original code might have been coded in such a way as assuming certain screen resolution, and maybe even have hard-coded values throughout the code relating to screen positions etc. Particularly if the coder was not aware of a future ipad requirement. Also supporting ipad 3 might not be an insignificant task if it has x2 graphics depending upon original code and the game engine used (if there is one).
Some apps will cost the same to create an ipad version as the original iphone app.
If your original agreement didn't include IPR over the source you might have difficulty getting it. Some agencies and contractors default to providing source to clients, others charge extra for provision of the source.
Lastly, the contractor might have originally coded the iphone app at a loss, i.e. they might have quoted you and been paid for 3 days work when they actually spent 10 days on it. In which case they might be assuming the worst for the ipad version too.
There are a lot of questions to ask and be answered before you can say they are "trying to rob".

iPhone app graphic elements

Where do you usually grab graphics for your iPhone apps?
Are any free official repos from Apple or one have to buy everything from thirdparty artists?
For example, does anyone know where I can find close button image like one one on this screenshot? Or it is private image?
365psd.com is one of my favorite places to find some brilliantly beautiful interface elements. They give you the PSD, instead of just the PNG, so that you can scale it or modify it to fit your needs. It's like open source for graphic design.
Apple doesn't really provide any images other than the system tab- and bar-button items. Most developers just end up making their own or getting them from third parties, paid or otherwise. A search for “iPhone UI template” might well turn up something like what you're after, probably for free or on reasonable licensing terms.
If you're looking specifically for a “close”/“delete” button, I made one a while ago, though it looks more like the system one than the one in the image you posted; you're free to use it if you like.
Find icons and icon finder is great resource to find different UI icon and graphics for apps

VGA Output From ipad

Does apple support mirroring of ipad on tv can any one give me some idea
Read this article:
There’s been a lot of confusion about how the iPad VGA Adapter works. I received mine today, and I thought I’d try to clear things up a little (and give you some code to play with, if you’re an iPad developer with a VGA adapter of your own).
The first thing to understand is that the adapter does not mirror your iPad screen. You can’t plug your iPad into your TV or monitor and see all your apps on the big screen, like Steve Jobs does when he’s giving a demo.
Apps that want to support external display via the adapter must explicitly do so; the developer has to write code to support it. There are some standard iPhone OS-supplied APIs which will automatically do the right thing (such as video playback via standard controllers), but generally you won’t see anything on your external display unless the app you’re using has taken steps to put something there. That’s the “bad” (though surely not surprising) news.
The good news is that it’s trivially easy to support external display from your app if you’re a developer; the connected display just shows up as another UIScreen object. I made a sample project (which you can download as a zip archive here) that shows how to do it.
It’s basically just a nib with two windows (one for showing on the iPad, and one for showing on the connected external display), and a tiny bit of code to make it work.

How to use the camera device in an iPhone app

I am working on an image editing app and therefore googled for it.
I have found some links which says that we can work with camera by ourselves, like here.
They say we can:
capture images from within our app (ColorSplash app)
using accelerometer with camera and some other features
So far my coding doing just opening camera and lets user do the rest.
But I want above listed features... at least the first one.
Can it be done?
i use code from this site to do what your first task do:
http://www.zimbio.com/iPhone/articles/1109/Picking+Images+iPhone+SDK+UIImagePickerController
http://trailsinthesand.com/picking-images-with-the-iphone-sdk-uiimagepickercontroller/
these both were links really helpful.
#Sawan yes you can do the things u want,capturing of image and its selection please take help from here and also u can use accelerometer in the same way we use in our apps

which features do you look forward to the most in iPhone SDK 3?

Which of the new features are you looking forward to the most in iPhone SDK 3.0?
Is it one of the main advertised six new things, or something smaller? Something in the "1,000 new APIs", perhaps?
Phone to phone communication via bluetooth seems like it will terribly useful for some apps I am writing. No longer do you have to input all the data you want to store yourself, you can share some of it with other iPhone users.
not really a feature, but the best thing about developing the iPhone SDK further is the great frameworks that arise. there are some really, really great frameworks out there already (like the Three20 project) which will become even better with the new 3.0 SDK.
my real excitement will take over once they let us run background processes. maybe in 4.0?
Video! The ability to write decent tools for mobile video uploads is a big draw.
MapKit by far will bring the biggest change sweeping across the app space.
My personal favorite is that we can finally easily track upload progress of large files (like images).
I really, really want to see fixes in the camera API so that it isn't either broken (2.2.1) or forcing a switch to portrait (3.0).
Apart from that, the most useful features to me are:
push notifications. Great for making an app more sticky - you can let the user know that something of interest to them has happened.
CoreData - I've been using a third-party SQL layer, but it's a little buggy and no longer supported.
Peer-peer bluetooth, as the poster above said, is also useful for local data exchange.
And the least useful? Cut and paste. I actually want to disable it in my app (to discourage people from copying content) - and it doesn't look as though you can (yet).
Bluetooth phone-to-phone communication with GameKit will enable a host of currently impossible applications. Multiplayer games with no WiFi network needed and data exchange between two phones are obvious use-cases.
I'd also like to see - not currently included in the betas - a decent camera API that allowed us to customize the appearance of the capture screen, and as another poster said, have it work properly in landscape and portrait mode.