APP REJECTED
vegasmike1
Member Posts: 192
I submitted a new app about a week ago, today I got a real quick rejection it said the app on a 3GS, (which is what I had) failed and crashed when the app opened. I have the crash log from apple, does anyone want to take a look at it, the app works fine in adhoc mode.
I could really use some help. I have 4 other apps done with GS and had no problems, but this one, I have no clue what to do. You really cant test an app unless it is adhoc so HELP GS brothers.
I could really use some help. I have 4 other apps done with GS and had no problems, but this one, I have no clue what to do. You really cant test an app unless it is adhoc so HELP GS brothers.
Comments
The third screen is a menu screen with 3 buttons then based on choice the game goes to one of 3 rounds. Two of the rounds are kind of intense but one is pretty mellow, no frame rates just one actor that moves a few others but they dont do much, sounds boring as hell for game as I type. It works ADHOC just fine on ipad, iphone, Ipod, small memory and big for the devices, so it does not even get to the game. Now I dont know how much memory is slapped around with the first screen but going boom on devices in release well I dont know how to test that. I will try the viewer but I think the problem is something else. But hey I AM NOT A PROGRAMMER< that is why I use GS, thanks for the input.
Mike
So unless your only aiming for the newer devices then you should keep it in 10-30 in my opinion.
If your developing for the ipad, totally different story. Nothing to worry about with RAM
Large audio files cam really slow down load times and load times between scenes, probably the worst culprit
Best to optimize audio using audacity. I did that and saved a TON of memory
@butterean, i thought audio was a big issue, but it was mostly my images that were the problem.
My audio definitely had to be optimized but my images were huge when they really weren't needed to be that big
My game is in total 13 megs, so its not that big, and the codemonkey told me there is no real limit on size but that under 20 megs can be downloaded from the device and over it has to be download via the web and itunes, well I am well under that.
Mike
Mike
Mike
What was in the crash report?
Incident Identifier: B33267EA-15D4-4E14-A66F-8ACA366BA5B2
CrashReporter Key: f5ba9ee54928e511c880101ddf04816f79d0864d
Hardware Model: iPhone2,1
THIS BOTHERS ME THEY SAY THEY ARE RUNNING 4.0 but this model might not work anyway.
Process: robosaurus [376]
Path: /var/mobile/Applications/3077BF9C-4069-49E8-A262-110F32A88A83/robosaurus.app/robosaurus
Identifier: robosaurus
Version: ??? (???)
Code Type: ARM (Native)
Parent Process: launchd [1]
Date/Time: 2010-08-07 11:09:43.593 -0700
OS Version: iPhone OS 4.0.1 (8A306)
Report Version: 104
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000
Crashed Thread: 0
Thread 0 Crashed:
0 robosaurus 0x00033fd8 0x1000 + 208856
1 robosaurus 0x000307ac 0x1000 + 194476
2 robosaurus 0x0000383c 0x1000 + 10300
3 robosaurus 0x00003464 0x1000 + 9316
4 Foundation 0x33953fb0 0x3393b000 + 102320
5 CoreFoundation 0x3510ae6c 0x350a1000 + 433772
6 CoreFoundation 0x350bb374 0x350a1000 + 107380
7 Foundation 0x3393f0bc 0x3393b000 + 16572
8 Foundation 0x33947452 0x3393b000 + 50258
9 robosaurus 0x00030580 0x1000 + 193920
10 robosaurus 0x00044dd0 0x1000 + 277968
11 Foundation 0x339c1c86 0x3393b000 + 552070
12 CoreFoundation 0x35112a54 0x350a1000 + 465492
13 CoreFoundation 0x35114ede 0x350a1000 + 474846
14 CoreFoundation 0x3511585e 0x350a1000 + 477278
15 CoreFoundation 0x350be8e4 0x350a1000 + 121060
16 CoreFoundation 0x350be7ec 0x350a1000 + 120812
17 GraphicsServices 0x309776e8 0x30974000 + 14056
18 GraphicsServices 0x30977794 0x30974000 + 14228
19 UIKit 0x321c12a0 0x321bb000 + 25248
20 UIKit 0x321bfe10 0x321bb000 + 19984
21 robosaurus 0x00003140 0x1000 + 8512
22 robosaurus 0x000030c0 0x1000 + 8384
Thread 1:
0 libSystem.B.dylib 0x34078c4c 0x3404b000 + 187468
1 libSystem.B.dylib 0x34121e44 0x3404b000 + 880196
2 libSystem.B.dylib 0x34121894 0x3404b000 + 878740
3 libSystem.B.dylib 0x34121a34 0x3404b000 + 879156
4 libSystem.B.dylib 0x340c5d82 0x3404b000 + 503170
5 libSystem.B.dylib 0x340befcc 0x3404b000 + 475084
Thread 2:
0 libSystem.B.dylib 0x3404c658 0x3404b000 + 5720
1 libSystem.B.dylib 0x3404e724 0x3404b000 + 14116
2 CoreFoundation 0x351132c8 0x350a1000 + 467656
3 CoreFoundation 0x35115582 0x350a1000 + 476546
4 CoreFoundation 0x350be8e4 0x350a1000 + 121060
5 CoreFoundation 0x350be7ec 0x350a1000 + 120812
6 WebCore 0x31532056 0x3152f000 + 12374
7 libSystem.B.dylib 0x340c5986 0x3404b000 + 502150
8 libSystem.B.dylib 0x340bb0e4 0x3404b000 + 458980
Thread 3:
0 libSystem.B.dylib 0x3404c658 0x3404b000 + 5720
1 libSystem.B.dylib 0x3404e724 0x3404b000 + 14116
2 AudioToolbox 0x302bf71e 0x301fc000 + 800542
3 AudioToolbox 0x301fdc86 0x301fc000 + 7302
4 libSystem.B.dylib 0x340c5986 0x3404b000 + 502150
5 libSystem.B.dylib 0x340bb0e4 0x3404b000 + 458980
Thread 4:
0 libSystem.B.dylib 0x340c685c 0x3404b000 + 505948
1 libSystem.B.dylib 0x340c5e98 0x3404b000 + 503448
2 libSystem.B.dylib 0x340befcc 0x3404b000 + 475084
Thread 0 crashed with ARM Thread State:
r0: 0x00000000 r1: 0x2fffe868 r2: 0x2fffe864 r3: 0x00000058
r4: 0x33340e30 r5: 0x001c6210 r6: 0x0010ac70 r7: 0x2fffe85c
r8: 0x001c6210 r9: 0x2fffe76c r10: 0x332d7a54 r11: 0x332d73f8
ip: 0x00000000 sp: 0x2fffe848 lr: 0x000307b4 pc: 0x00033fd8
cpsr: 0x20070010
Binary Images:
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