Pretty serious problem with publishing for iphone 4
StusApps
Member, PRO Posts: 1,352
Just picked up my iphone 4 and decided to test out a couple of my games.
Not pleased to say that 3 of them display just black screens where layers should be. They play fine on the 3GS and 2G ipod touch as well as in the viewer.
I am just rebuilding new ad hoc versions to see if it makes any difference. But not impressed ...
Anyone else tested theirs on the iphone 4 yet?
Not pleased to say that 3 of them display just black screens where layers should be. They play fine on the 3GS and 2G ipod touch as well as in the viewer.
I am just rebuilding new ad hoc versions to see if it makes any difference. But not impressed ...
Anyone else tested theirs on the iphone 4 yet?
Comments
Anything with 'resolution independence' ticked that uses multiple layers doesn't seem to be working right.
just also tested it through the GS viewer on the iphone 4 and exactly the same problem.
This is really really gonna p*ss me off if I have to issue another set of updates to all my apps.
Hotel Rush Lite works ok, full Hotel Rush does not. Same with the new dynamite fish I finished yesterday. Both of those are perfect on the 3GS and 2G.
The only difference I can tell is that the lite version of hotel rush did not suffer the images disappearing GS crash and the others did during development.
// Red Dot Inc
fixed it, but it makes me annoyed. It IS to do with the image disappearing crash that people are reporting in GS. Even after you drag back the images into GS it will only replace the standard resolution ones, the hi-res iphone 4 ones will remain corrupted.
Problem with that is that you wouldn't know from using the viewer or by testing on anything but an iphone 4. You need to go into the project package and delete the hi-res ones and then reload GS and it will make new ones.
Gendai need to fix this problem ASAP!!! It is to do with the gradual memory leak while using GS. This problem happens when using the viewer when GS is in it's slowed down state and then trying to save your project.
Now gotta pull back 2 binaries from apple and issue an update to 2 apps, grrrrrr!
Here is a screenshot of what my images folder looks like inside one of the projects.
Check in your project package.
DEFINITELY needs to be sorted!
Sounds like that was a good thing
Sounds like if anyone wants to use it, making a duplicate of the project is strongly reccomended.
Thanks for the heads up..... And sorry you had to gomthrough all that to warn us.
If so...this could be the problem. You only need 1 image in your GS project. The online compiler then clones your image and renames it as [image@2x] and then generates a low res image from that hi res image you originated with. You DO NOT need to create both hi and low res images...only hi res.
Then you layout you app at 320x480 (meaning you need to set the image dimensions to half their original size within the app designer.
// Red Dot Inc
Both exist in the images folder in my locally saved project. At no point had this project file touched Gendai's server. Which is the same point I had with codemonkey on this. I understand that the server creates the 2x image and I DID NOT create them myself (I'm not stupid).
This is why I don't understand what's happened. If I go into the actual project within the binary it gets even worse with the following blank png files:
dynamie3.png
dynamie3@2x.png
dynamie3@2x@2x.png
dynamie3@2x@2x@2x.png
So as much as I understand fully where in the process these 2x files are created it does not add up with what is in my files in multiple projects.
I wasn't suggesting you were stupid
I just saw that some were named [image]@2x@2x...so I thought maybe you were adding pre-labeled retina images to the directory and using only one of them in the game.
Sounds like something funky is up.
Hopefully Gendai can confirm this soon if its an issue or not. If its an issue...they REALLY need to tell us so we don't unknowingly put broken games on the market.
Sorry