Getting ready to publish game loading problems on iPhone

I just finished making a card matching game. The user has to match intervals by ear instead of pictures. The testing on my iphone has been good until I added all of the sound files which I imported as music files. The project size is 16.2mb. This is the first game I have ever tried to make and publish so I am new to loading problems.. The game works solid on my iMac, but the iphone won't load to the next scene when the user clicks the type of game he wants to play from the menu. I have all of the cards spawning at random locations when the scene changes. I made 24 cards with all the attributes that allow for the sounds and its interactions with other cards. Should I have made them move to random locations instead of spawning? Should I preload the art for everything? Will the game run better when it is published and downloadable? Should I have made the files as sound files? It has yet to load on my iphone and I have let it sit for over 10 minutes multiple times. The game worked fine when I had only 24 music files, but now I have it on the option to play over 100 different music files based on the type of game the user clicks. Any advice would help greatly. Thanks.

Comments

  • michaelpaulmartinezmichaelpaulmartinez Member Posts: 12
    I forgot to say I am using a table to spawn the cards at random locations, if that makes any difference.
  • michaelpaulmartinezmichaelpaulmartinez Member Posts: 12
    I guess I will try to put everything in one scene. This is just going to be a lot of work. %)
  • michaelpaulmartinezmichaelpaulmartinez Member Posts: 12
    Okay I have put everything on one scene and have tried preloading and not preloading art, and now it loads on the iphone and goes to a blackscreen before crashing. So last hope is to try moving the cards into random locations instead of spawning them.
  • michaelpaulmartinezmichaelpaulmartinez Member Posts: 12
    So I cut the size down to 15mb and I got it working on my iPhone with it spawning everything still. I am trying to make an ad-hoc to see how it really runs. I just clicked generate app and I haven't been able to get back to that screen for over 15 minutes. I can't click anything at the Game Title Page, anyone else faced this problem?
  • michaelpaulmartinezmichaelpaulmartinez Member Posts: 12
    Well I got the adhoc figured out, but it just stays on a black screen for a minute and then crashes on my iPhone 4. So any ideas on how to optimize loading times? Should I keep cutting more features to lower mb usage? Would it make a difference to place all of the actors in the scene instead of spawning the cards to random locations? :( I worked so hard on this cool game.
  • michaelpaulmartinezmichaelpaulmartinez Member Posts: 12
    I guess this is like my little journal where I figure things out. I can't believe how much rewriting the code has lowered my mb. Definitely use as few rules and attributes as possible. I went from 15mb to 9mb just from rewriting the logic. Definitely helping the loading time, now to make an adhoc and test :)
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