Common Causes of Crashing [PC] [Ad hoc]

Goodnight GamesGoodnight Games NYCMember, PRO Posts: 184
edited September 2013 in Working with GS (Mac)
We've started testing our game on an iPad recently with Test Flight and as soon as a level loads (anything out of the menu screen) the game crashes. It couldn't be the provisioning profiles because the game installs and initially loads just fine and it only crashes when going into one of the gameplay levels.

Since this isn't really giving me much feedback what would be the common causes for things crashing in Gamesalad? To narrow down a vague topic I'm working in the PC version and exporting for the mac.

The game doesn't crash when playing it in gamesalad itself.

The device it crashes on is an iPad 4 with the newest os updates.

The build is for iPad and minimum version is 5.0.

The crash is back to the desktop of the device.

I figure I want to look for a ton of timers going off, maybe a lot of constrain attributes, does anyone have any ideas?


Thanks!

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited September 2013
    Are you using iOS7 as that isn't supported yet. Other than that you have an error in your code at the point of crash.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Are you using iOS7 as that isn't supported yet. Other than that you have an error in your code at the point of crash.
    what he said.

    the gamesalad creator is very forgiving about bad rules. adhoc builds are not. 99% of the time you have a rule that references an attribute that no longer exists, or were referencing an attribute of another actor in the scene that you deleted.

    it could also be you trying to give a boolean attribute an numeric value or something

    it's a pain, but you're gonna have to start removing actors one at a time until you find the bad actor, then disable code one at a time until you find the bad code.

    welcome to debugging!

  • Goodnight GamesGoodnight Games NYCMember, PRO Posts: 184
    Phew turns out it was art too large that was a lot of deleting actors.
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