Resizing issues

mrpacogpmrpacogp Member Posts: 400
edited February 2013 in Working with GS (Mac)
I have Kingvaders with rules for resize it to any display devices.
Actually is working on android and various phones tested without problems.
All is resized, actors, positions...
I have tested king.gameproj on xcode and works too fast on all devices.
Tested on iphone 5 ios 6.1 real device with gs viewer and works amazing!

But apple rejected and send me that:
issue photo issue_zps35eadd2c.png

I`m tired.

And that is how looks on my real device i5 with ios6.1 and on xcode too on all iOS:
good photo iOSSimulatorScreenshotFeb9201391709PM_zpsd2f8773c.png

But i use .gameproj, not the final .app
We can test the final .app before to upload to itunes and wait another week?

And, if i have made my app to iPhone`s device and i set that on gs and when i published, why he say:
""We found that your app exhibited one or more bugs, when reviewed on iPhone 5 and iPad (3rd gen) running iOS 6.1""

What the hell??!?!

Comments

  • JSprojectJSproject Member Posts: 730
    I feel your pain. If you build an adhoc that will produce an .app that you can test with. Its very important to do adhoc testing before submitting to apple since the result shown in the gs-viewer (runs your code in an emulator) might differ from the result you will get via adhoc/.app (which runs without the gs viewer).
  • mrpacogpmrpacogp Member Posts: 400
    But, gs publish made a .app and king.zipp to upload.
    Can we test that .app?
  • mrpacogpmrpacogp Member Posts: 400
    edited February 2013
    Could be possible to unchecking preload art when we use resizing techinques?
    GS Support has studying my issue too but at this time is a few slowling

    -
    Another curious think, maybe in relation with that. Some enemies have difference move when i start on one scene, and when i reload the same scene.
    Relation with preload and preload movement?
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