iPad Game Rejected
beefy_clyro
Member Posts: 5,394
Hi. I had my Cod HD game for ipad rejected due to a crash. When they launch, it gets to the menu they hit story and it crashes. When i use web preview it doesnt crash and functions how it should. Apple have sent me a crash report but i have no idea what it means, can anyone help or suggest anything? Thanks
Comments
I mentioned this in my "Sound Notes" thread...
http://gamesalad.com/forums/topic.php?id=4890
For example, I left a behavior in one screen to "play music: file 1" when file 1 had been removed
It didn't crash on GS on the MAC, but on the viewer it did
Check your rules and make sure there are no missing behaviors or missing files that you have enabled in a rule..... otherwise it could be a number of things...
Have you tested it on an iPhone 2G, an iPhone 3G, and/or a Touch 1st gen?
Does it crash the GS Viewer for you? How much RAM is it using?
The things that can cause a crash are the following:
Bad logic Rule. This is the easiest to catch, as it should break everywhere.
Missing images. Make sure your image folder does not contain missing/extra graphics.
Corrupt sound files. This is tougher to spot, but if the game always breaks in the same exact spot when a sound is called, that might be the culprit.
Running out of RAM. I actually suspect this might be the cause of the crash. When you run GS Viewer, how much RAM does it say it is using? An older device like a 3G will crash if the RAM usage hits about 50MB...
Your game is just too intense for the iPad!
You have to make sure all your graphics are compressed as much as possible, sounds too. Be careful of the number of Actors you are using. Each one adds to the total RAM usage.
60MB seems awfully high to me.
The iPad version of Stunt Squirrels only weighed in at 16MB.
And that has 75 Scenes, 200 images, and three 3-minute audio tracks.
There's not as much going on as there is in your game, but your numbers still seem very high to me.
I would make sure your graphics are all 8-bit pngs if they don't have transparency, Mono sounds, etc.
And try to reuse as many actors as possible.
I believe Tshirtbooth said you can actually test the iPad version on your 3GS with the GameSalad Viewer... might be worth a shot.
i'm pretty sure that they are all counted all the time.
"And that has 75 Scenes, 200 images, and three 3-minute audio tracks."
So how many actors in total? This number of actors memory hit is something I would like to understand better.
The trick is to use one prototype for many instances.
Let's say you have a bunch of background elements: some trees, rocks, clouds, buildings, etc...
Well, those could all be instances of the same exact "backgroundObject" actor. Just simply change each instance's image in the Scene.
You can even change each instance's physics, size, color, etc...
Reusing actors like that is one key to get your game as small as possible.
P.S I am very excited about Stitch in Time! I've also played Emerald City as well as Nearly Departed! Very Cool! Great artwork!
I've been trying to figure out a way to do a Point & Click on iPad with Game Salad and yet not have it be too graphically intensive. I should probably start out a little simpler, though.