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Pretty serious problem with publishing for iphone 4

StusAppsStusApps Posts: 1,352Member, PRO
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?

Comments

  • StusAppsStusApps Posts: 1,352Member, PRO
    seems to be those published with the 'resolution independence' ticked, including one I published yesterday.
  • StusAppsStusApps Posts: 1,352Member, PRO
    yup, new adhoc builds are the same.

    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.
  • StusAppsStusApps Posts: 1,352Member, PRO
    slight update to this.

    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.
  • reddotincreddotinc Posts: 653Member
    Haven't noticed any issues with our game on the iPhone 4. But we haven't had that images disappearing issue that you had.

    // Red Dot Inc
  • victorkin11victorkin11 Posts: 251Member
    how many layer you use?
  • StusAppsStusApps Posts: 1,352Member, PRO
    victorkin11 said:
    how many layer you use?

    2 but just realised thats not the issue either. In dynamite fish the first scene is 1 layer, that plays fine, the 2nd is just 1 layer and that works. The third scene is again only one layer but only one png actually displays, all the others are black. You can still tap where the buttons should be and the game continues but the main graphics then stay completely black. It's graphics on either layer, some appear most do not.
  • StusAppsStusApps Posts: 1,352Member, PRO
    right!!

    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.

    image
  • StusAppsStusApps Posts: 1,352Member, PRO
    Sorry to keep bumping this but if anyone is making or has made an iphone project and had the problem with images disappearing, chances are you still have corrupt hi-res images in your project. Apple will not check on iphone 4s either. You'll know about it in your reviews on itunes.

    Check in your project package.
  • gazjmgazjm Posts: 578Member
    Thanks, I released a lite version and have missing balloon images! I'll do what you've said a d try again!
  • POLYGAMePOLYGAMe Posts: 3,470Member
    Hehe, lucky I'm sticking with low-res for a while ;)
    DEFINITELY needs to be sorted!
  • gazjmgazjm Posts: 578Member
    I knew it must have something to do with the high res, so I was jus going to untick the box and update the app with that, but think I'll test removing the images first!
  • StusAppsStusApps Posts: 1,352Member, PRO
    gazjm said:
    I knew it must have something to do with the high res, so I was jus going to untick the box and update the app with that, but think I'll test removing the images first!

    Unticking the box does not work. Tried that, you must remove those corrupt images from the project package.
  • JamesZeppelinJamesZeppelin Posts: 1,927Member
    I haven't been brave enough to even click the resolution independence button yet.
    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.
  • POLYGAMePOLYGAMe Posts: 3,470Member
    JamesZeppelin said:
    I haven't been brave enough to even click the resolution independence button yet.
    LOL. That would make a great action movie scene! Arnie sweating profusely... must... press... the... button... for the good of mankind!
  • synthesissynthesis Posts: 1,693Member
    Are you naming the files @2x and placing a hi and low res version in your image bin?

    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 [[email protected]] 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.
  • POLYGAMePOLYGAMe Posts: 3,470Member
    Does the scaling make the image look funny on lower res devices? Do you lose any detail?
  • reddotincreddotinc Posts: 653Member
    POLYGAMe said:
    Does the scaling make the image look funny on lower res devices? Do you lose any detail?

    It looks perfect as long as you make the image a resolution that is divisible by 4.

    // Red Dot Inc
  • synthesissynthesis Posts: 1,693Member
    reddotinc said:
    It looks perfect as long as you make the image a resolution that is divisible by 4.

    and save a 24Bit.
  • StusAppsStusApps Posts: 1,352Member, PRO
    synthesis said:
    Are you naming the files @2x and placing a hi and low res version in your image bin?

    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 [[email protected]] 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.

    No,

    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
    [email protected]
    [email protected]@2x.png
    [email protected]@[email protected]

    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.
  • synthesissynthesis Posts: 1,693Member
    Ok Stus...
    I wasn't suggesting you were stupid :)

    I just saw that some were named [image]@[email protected]...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.
  • StusAppsStusApps Posts: 1,352Member, PRO
    synthesis said:
    Ok Stus...
    I wasn't suggesting you were stupid :)

    Sorry, didn't mean it to sound like that. I'd already just received emails telling me it was me that put them in that folder and not a GS bug. Once more it just tipped me over the edge.

    Sorry
  • FranzKellerFranzKeller Posts: 517Member
    How can he resist pressing "the jolly candy-like button"???

    POLYGAMe said:
    LOL. That would make a great action movie scene! Arnie sweating profusely... must... press... the... button... for the good of mankind!

  • juzcookjuzcook Posts: 259Member
    not to bump an old thread or anything, but StusApps you just saved my game! i was expecting the worst with that crash!!
This discussion has been closed.