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Participating Frequently
June 10, 2011
Answered

iOS language list in iTunes

  • June 10, 2011
  • 13 replies
  • 31202 views

Just got my game approved and listed in the app store.

http://itunes.apple.com/us/app/dice-a-rama/id441585479

One thing that bothers me is that my listing says that my game supports a huge array of languages, even though my game is only in English. In my descriptor, I only provided an English name and description.

And I'm looking through the other AIR-written apps, and I'm seeing the same thing. Looking at the iTunes Connect listing, it appears that the supported language-list is coming from a manifest inside the game, the game itself (specifically the "iphone-bundle-localisations" identifier).

Is there a way to set this in your iOS descriptor XML?

This topic has been closed for replies.
Correct answer

Adobe, please hurry on this issue. I'd hate to annoy Apple. I've had one user request a refund and leave a bad review. I'd sure like to fix this as soon as possible.


While we are actively working on this, Following is the workaround for you which will work only on Mac.

Prerequisites:

Mac OS

Xcode installed

Process:

1. Generate the ipa using your favorite tool (FB, Flash Pro, ADT)

2. Rename .ipa to .zip and extract it.

3. you will now see a folder called Payload

4. Inside Payload you will find <binary>.app right click and select show package contents.

5. Delete all such x.lproj where x is not the language that you support

6. Run the following command

/usr/bin/codesign -f -s "iPhone Developer: Your Name (XXXXXXXXX)" "--resource-rules=./Payload/binary.app/ResourceRules.plist" "./Payload/binary.app"

7. In above command iPhone Developer: Your Name (XXXXXXXXX) is a string you see in your Keychain. (Make sure you install your p12 into keychain before running above command.)

8. Right click on Payload and select compress

9. Rename the .zip file to .ipa

10. install this new ipa to see its installing. (If there are some errors in codesign-ing you will get error while installing the app)

Hopefully!! You should get what you needed!

13 replies

March 8, 2012

Very good, after just one week Apple approved my app and it is now on the Apple store.

I can confirm that by following the Saumitra Wan Kenobi tutorial all went okay: in fact on iTunes I can see only the language that I have left in the package.

Thanks a lot!

Inspiring
April 11, 2012

for the sake of it:

with AIR 3.2, everything's much easier

in the -app.xml file, you just have to insert the tag

<supportedLanguages>en de (whatever)</supportedLanguages>

the packager inserts the .proj files you specified there, not one more.

User Unknow
Legend
April 11, 2012

As you see http://itunes.apple. INSERT COM HERE  /us/app/id508550716

I used <supportedLanguages>en</supportedLanguages> and as result

Language: English

This works prefect work!

But this added only in 3.2 not early builds

User Unknow
Legend
February 28, 2012

Ok. At this moment I can say without any legal issues looking on public Air 3.2 sdk RC.

3.2 Have ability use langueage as you want from app xml file )

Participating Frequently
February 28, 2012

Okay, I'm looking at the official release notes for the 3.2 RC and I don't see any mention of it.

http://download.macromedia.com/pub/labs/flashplatformruntimes/shared/air3-2_flashplayer11-2_p6_releasenotes.pdf

Is there documentation of how to implement the language list?

User Unknow
Legend
February 28, 2012

in Windows 7:

C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\AIR2.6\templates\air\descriptor-template.xml you will found <!-- <supportedLanguages>en de cs es fr it ja ko nl pl pt ru sv tr zh</supportedLanguages> -->

Use this for your preffered languages ) in your application XML file

Inspiring
February 21, 2012

Really uncool when your app is NOT in English, but in a much less known language.

My app is in Italian. In iTunes Connect I chose ONLY Italian as a language...

Metadata is only Italian...

Yet it is presented in iTunes as an English, French, German, Chinese... you name the language.

First review is a one-star review from a Russian guy complaining the app is not also in English as it says.

And now I'm in this thread.

Nice retribution after spending €200 for a development environment which should be "platform-independent" :-(

User Unknow
Legend
February 21, 2012

This is sad. I never understand Adobe when they publish 2.6 Air. Fix iTunes langueages it's a 15 mins of work for Java developer that compile adt.jar Air packager...

I save myself - I hack adt.jar and I can figureout this issue manually for each language

Inspiring
February 22, 2012

Thanks to this forum, I now know there's a workaround that will allow me to correct the unwanted-language bug myself. I am a Sun certified Java programmer so I don't think this will be very difficult. However, I believe that Adobe - in the official help for submitting Air iOS applications to the Store (which I read like a thousand times to make sure I didn't mess up and nobody dissed me, which unfortunately happened - should point out that some additional steps are necessary to avoid the "unwanted multi-language" problem.

Frankly speaking, however, Apple Store also has a strange mechanism of showing supported language: if I state in iTunesConnect that Italian is my only supported language and default language, it is a little excessive that they look into the code to see if there are other locales. What you declare in the (very clear) forms ought to be enough, in my opinion. So I think Adobe is partly (only partly) justified for overlooking this problem.

I'll let you know how it goes with the version 1.1.0 of my app, which will support English and (hopefully) will be presented as Italian, Romanian and English thanks to the hack!

Keep up the good work.

Inspiring
February 15, 2012

A couple days after we republished our app with the hack to fix the language display in the iTunes store (sometime in early January), Apple announced that it was changing its procedure so that you could change your languages through iTunesConnect. I'm curious if anyone has tried this- if it works as advertised, I think you wouldn't have to do this hack at all, but could publish as is and then fix it in iTunesConnect.

I just did a quick stroll through iTunesConnect and didn't see this option- but I haven't dug into the documentation to look for it. Anyone else try this?

Known Participant
February 16, 2012

c_a_chien,

go to itunesconnect

manage your apps

click on the app

view details

choose another language

Adobe,

please fix this

UI keys can be set in the xml, why not CF's?

<key>CFBundleDevelopmentRegion</key><fr/>

February 17, 2012

Yeah you can set your default language with that. 

It has no effect on the list of languages on the left hand side part of the iTunes store.

February 15, 2012

Come on Adobe, sort this out.  This has been identified as a problem for over 6 months now.

Do you want people to make apps for iOS or not?

If so, little hassles like this need to be removed.

I'm a windows developer like some above.  I'm not keen to have to get a Mac and try and do all the stuff people are doing above.  Seems quite complicated.

soulburner_spb
Inspiring
February 12, 2012

When will it be implemented into Air, so I can compile final .ipa with ADT ? (and without Mac)

February 12, 2012

I've to say that I have a lot of confusion in my head after having read this thread.

So please, someone can reply to this simple question:

How can I make iTunes show that my app is only in English if I'm compiling it using air3.1 sdk under Windows?

Thanks a lot!

soulburner_spb
Inspiring
February 14, 2012

BaronKarza wrote:

I've to say that I have a lot of confusion in my head after having read this thread.

So please, someone can reply to this simple question:

How can I make iTunes show that my app is only in English if I'm compiling it using air3.1 sdk under Windows?

Thanks a lot!

It seems that the only solution for now is for Mac. So, the answer (afaik) is "Not possible under Windows yet".

February 11, 2012

I've spent more than 3 days trying the above solutions without succes.

What worked for me is the above solution with the xcent file. Though you have to create a valid xcent file. You'll need a little script that you have to run in terminal to create your xcent file.

With this script your file is created including the data as seen in the prev post. Download the 'simple script' from http://246tnt.com/iPhone/ .  Run this code in terminal:

python /Users/yourname/Documents/yourfolder/gen_entitlements.py XXXXXXXXXX.com.your.id yourApp.xcent

The new file (yourApp.xcent) will be created on your computer.

Also, don't import your p12 file into keychain. Let your .cer file do the job when running the xcent file.

Another tip for Flash CS5.5 users on a MAC: download Xcode and use the instructions on https://developer.apple.com/library/ios/#technotes/tn2250/_index.html#//apple_ref/doc/uid/DTS40009933-CH1-TNTAG6 to control your certificates.

Good luck.

Inspiring
December 14, 2011

Hi, I'm following these steps to update our app and get the language descriptions fixed. However I got stuck on the entitlements file. I created an Entitlements.plist as outlined by Saumitra, made sure it was a plain text file, but I consistently get the following errors:

Entitlements.plist: unrecognized blob type (accepting blindly)

Entitlements.plist: invalid length in entitlement blob

Any pointers as to what may be wrong? I verified that the Entitlements.plist file is plain text and it is openable by XCode.

Thanks,

--Chi-An

Known Participant
December 14, 2011

I place the modified .app file on my desktop. Then I create a text file on my desktop called appname.xcent. Place this in that file:

<?xml version="1.0" encoding="UTF-8"?>

<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">

<plist version="1.1">

<dict>

    <key>application-identifier</key>

    <string>1234567890.com.yourcompany.yourappname</string>

    <key>get-task-allow</key>

    <true/>

</dict>

</plist>

With my modified .app and the .xcent file on my desktop I run this line in terminal.

codesign -f -s "iPhone Distribution: Developer Name" "--resource-rules=/Users/yourname/Desktop/myappname.app/ResourceRules.plist" --entitlements "/Users/yourname/Desktop/myappname.xcent" "/Users/matthutton/Desktop/myappname.app"

After that, I zip the file and send it to Apple. So far it's worked for me. I've done this now to 5 apps successfully.

Inspiring
December 15, 2011

Thanks so much spinlight, that did the trick. I got our binary uploaded, now crossing my fingers during the review process.

Known Participant
December 10, 2011

This workaround fixed our issues. We've submitted updates to all our apps. Thanks everyone!

Known Participant
October 28, 2011

Hi,

any update in this issue? Can we expect covering this area in the near future by AIR itself?

Thanks.

October 29, 2011

Hi:

We are working on solving this problems, So, yes you will get a much simpler,better way to do this through AIR itself in near future

The method in this thread is just a workaround in case someone is facing urgent issues, this should not be needed in future.

Thanks

Saumitra Bhave

AIR iOS