Difference in test game Xcode viewer andmode ad hoc publishing

feromanferoman Member, PRO Posts: 130
edited June 2012 in Working with GS (Mac)
Some actor behavior does not in the same way as in the GS and viewer ad hoc mode after publication GS, for trying.

Boolean attributes, spawner objects have a different behavior.

What is the problem?

Best Answer

  • tenrdrmertenrdrmer Posts: 9,934
    Accepted Answer
    Im gonna go out on a limb here and guess what you mean to say is Your game plays differently between the GameSalad Preview, GameSalad Viewer, and an Ad-Hoc Build on your Testing device. The first 2 are solely for quick testing. none of the 3 perform the same because only 1 of the 3 are true builds that are running completely on their own off the specs of the device you are building for. I cant say why your project in specific is not working the same but more than likely its an issue with your coding. It could also be a resource issue where you RAM is just simply to high for the device but it works on your mac because your mac has much more RAM to spare. You'll have to post some more specific details about your issues before we can help you further.

Answers

  • feromanferoman Member, PRO Posts: 130
    No, I do not think this is a problem device.
    Because I tested the game on iphone via GS Viewer application, it works perfectly.
    But, I publish the game with gamesalad in test mode, with a certificate distribution ad hoc, is installed on itunes, then sync to my iPhone, the game works differently, especially in coding. Especially the boolean attribute.

    So what's the problem?
  • feromanferoman Member, PRO Posts: 130
    could someone tell me my problem
  • feromanferoman Member, PRO Posts: 130
    Some problem is solved.

    EXCEPT

    REAL value attribute, for example timer1 (to level 1) responds differently than "GS viewer", the early second increases very rapidly:
    - Attribute real "timer1" = 0, at the start of the level, increasing to 20 in 3 seconds, this is not normal.
    - Decreases rapidly for a chronometer, real attribute "chrono1" = 30 in three seconds it drops to 10 seconds.

    This problem is known only in Ad-hoc test, and not on "GS VIEWER" of the iphone.
  • JustMe74JustMe74 Member, PRO Posts: 542
    Sometimes things work differently on a real build, at least in my experience. That's why it's always a good idea to build and test an ad hoc (or your .APK for Android) and not rely solely on the viewer or preview mode.
  • feromanferoman Member, PRO Posts: 130
    I understand, this is different in coding, I think.
    But why, I do not know.
    I must find a solution.

    JustMe74, you had these problems with your experience, have you solved?
    If so, how that made ​​you, says me.
  • JustMe74JustMe74 Member, PRO Posts: 542
    edited June 2012
    I had some issues on my game where the timing was off a little bit between preview mode, the viewer, and the ad hoc build. I ended up just using the viewer to test the interface on the device, but then did most of my initial testing in preview mode. Towards the end, I started building a lot of ad hocs to test.

    I also had a major issue where a function simply didn't work at all on Android (but it did in the preview mode and on the viewer), so I had to rebuild an entire section of the game (level select screen). If I hadn't tested an APK and had just relied on the viewer, no one would have been able to play my game.
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