... debug on IPAD from appMobi export

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Post » Mon Sep 10, 2012 2:48 am

Thank you guys :)

@Kyatric I found out the problem. Like @superkew said, it was memory because I changed every sprite from IPAD 3 resolution to IPAD2/1 resolution and it doesn't crash.

@Ashley, are there any plans to make the game load layous or "levels" on demand and don't load the entire game on memory at start? or maybe remove objects from memory on demand? :)

Thank you again!
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Post » Mon Sep 10, 2012 1:55 pm

Yep, that's been on the todo list a while.
Scirra Founder
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Post » Mon Sep 10, 2012 2:17 pm

:)
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Post » Wed Sep 12, 2012 3:21 am

@GamerGon hello, I also got same issue with iPad 1. It continues to bounce back to main screen every time I tried "Test Anywhere". My whole game only 5mb without sounds. Could you please tell me how small is the resolution so it doesn't crash? In my game the sprite size ranged from 100px to 1024px.

Thanks!
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Post » Wed Sep 12, 2012 3:39 am

@baterism all my backgrounds where 1536x2048 (IPAD 3) in the past. Now all of them are at maximum 768x1024 px and it doesn't crash on IPAD 1 neither IPAD 2. Now I don't use sprites with bigger resolution than that :)

Good luck!GamerGon2012-09-12 03:41:17
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Post » Wed Sep 12, 2012 4:21 am

@GamerGon Thanks! I will try it out. How about the object count?
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Post » Wed Sep 12, 2012 5:17 am

@baterism ummm... I don't have any problems with about 100 objects always on screen :)
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Post » Thu Sep 13, 2012 12:23 am

@GamerGon I have tried to remove all sprites leaving only player sprite but still no luck. I also have tried removing all sounds and text object. I wonder if it is bug in iOS AppLab, that app haven't been updated since July. Well, I guess I need to get my hand on Android AppLab to see how it fare there. Thanks!
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Post » Thu Sep 13, 2012 3:30 pm

@baterism I'm sure the resolution of your sprites is not the problem. It has to be in your event sheet.
Maybe you should create your own topic and post your problem with your cap file so the community can help you.

Mention me in that topic to see it and try to help you.
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Post » Fri Sep 14, 2012 4:03 pm

@GamerGon Thanks for your concern, I will make a new thread as soon as I can test my game in Android since I actually have no intention to publish it in iOS. As for the problem, I think it is more related to object count and sprite numbers.

My background is composed of individual objects, like trees, houses, lamps, etc. All separated so it must give an impact to performance. The background was also created like: One very long layout filled with all separated objects that formed the background. I don't think this is the most efficient way, but it is indeed the easiest. The object count is around 200-250 for each layout (I have 6 similar layout).

Construct 2 counts all objects in the layout, doesn't it? So, although the objects are not visible they are still counted. I think this might be one reason. What do you think about it?

I also doesn't use any third party plugin. The plugins that are used: mouse, keyboard, touch, audio, sprite, tiled object, and appmobi. Nothing fancy.

I decided to give CocoonJS a shot. At default state it crashed just like in AppMobi. After deleting a great deal of sprites (all background object, some bosses and enemies) it finally works. However, in appMobi still no luck.

My conclusion is, maybe it crashes because of having too many different sprite objects even tough they are low res.

In case you want to see the said game: http://www.marketjs.com/game/projectgatoteps1

Tomorrow I'm going to friend's house to borrow an Android phone. I'll tell you the result soon. Thanks a lot! baterism2012-09-14 16:04:11
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