Game not working after publishing-help!

JScottJScott Member Posts: 143
edited March 2014 in Working with GS (Mac)

Hi all, I recently published my game, Brain Crunch, to both Apple and Google Play. Life was good--until the problems started. I realize this will be hard to diagnose from afar, just wondering if there are common things to look for.

So, about half the time, my game won't advance levels. On both Android and iOS devices. I can't duplicate this through testing, so don't even know what to start changing!

The game: a bunch of number blocks. Every few second a number cascades down the screen and you have to pick 2 number blocks that add up to the falling number. If correct, the 2 blocks are destroyed. Destroy all blocks before the timer runs out to finish the level.

About half the time, it works perfectly, the rest of the time the counter counts down after all blocks are destroyed and you fail.

One actor (the score board) has a rule that when NumberOfBlocks < 2 end the level.

Each block has a game.NumberOfBlocks +1 when spawned and a NumberOfBlocks -1 when destroyed. But seems like it's not working correctly on devices. Sometimes.

Each block also has a rule that if Game.NumberOfBlocks < 2 destroy itself. (so you are not left with 1 block). This also only works sometimes, which leads me to believe the block count is the problem.

But the code for that seems pretty straightforward and works flawlessly before publishing. I am using GS viewer and emulators to test and can't get it to malfunction.

I don't know where to start!

Appreciate your help,

Jason
https://play.google.com/store/apps/details?id=com.jscott46.wordpress.brain

http://itunes.apple.com/app/id828216518

Comments

  • JScottJScott Member Posts: 143
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited March 2014

    Did you adhoc test it first? There should be no difference in your adhoc build and a build put on either store. Never release a game the you haven't beta tested with adhoc and other beta testers.

    The preview in GS and the viewer are not the same as testing on adhoc.

  • codybeanscodybeans Member, PRO Posts: 74

    The previewer is pretty unreliable. Fbs told me the same after I released my first game and it holds very true. Always adhoc test. I'd even go as far as to say after you work on a project for an hour, test it again. And again... you'll run into errors that you didn't know could even happen until your game is almost done, not workin in test and then you have no frame of reference to ask for help from
    then comes a total rebuild. I made the mistake of adding images to actors already on acreen and through some mess of it all it crashes my devices every time.
    So before you get too far into game creation and get super disappointed and want to throw it against the wall, please test it on a real device before you receive the embarrassing notification that your app doesn't work.
    Best of luck and keep up the great work

  • JScottJScott Member Posts: 143

    Thanks for the replies. I couldn't do ad-hocs. I built it on a Macbook that can't be updated past Lion, so couldn't install new Xcode, so couldn't use devices with new ios. Frustrating.

    I'm working on a new Macbook pro right now with Mavericks, trying to set up right now. But can't.

    Should I just delete all the old provisioning profiles and start fresh on a new computer? I've installed Xcode5, got my iPad set-up, but all the provisioning profiles say "valid signing identity not found"

    Won't do that again. Just need to get testing up and running so I can figure this out.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Did you put in your apple developer account info into Xcode? When you do and hit refresh it updates your key chain.

  • JScottJScott Member Posts: 143

    Thanks @FryingBaconStudios‌ and @jchastain1987‌. Yes, eventually I got the new Xcode set up with my dev account. And i can Adhoc-yay! Even have the problem sorted. I think. Gonna keep testing.
    Sucks that I published a broken game though and I'll have to wait for Apple to update it. Live and learn (hopefully).

  • codybeanscodybeans Member, PRO Posts: 74

    Awesome news. Recently fixed my windows/images broken game as well so like ya said live and learn!

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