adhoc on iphone 4 - great adhoc on iphone 3 - crashes while loading

LeanneLeanne Member Posts: 168
my game has two scenes. the first mimics the splash screen and has nothing else in it. the second contains my whole game. I designed it this way to avoid the dreaded loading wheel breaking the momentum of the gameplay. The game is finally complete - yay - and works beautifully on my iPhone 4. On the three it gets past the splash screen to the first scene (which is empty except for an image. After a long time loading the second scene (that contains my game) it crashes.

any advice?

Best Answer

  • LeanneLeanne Posts: 168
    Accepted Answer
    ok...any hints on how to even begin to conquer this problem? I've already followed the advice I could find...unchecking preload art, unchecking movable where possible, don't really use constrain attribute, only have 3 short animations, the rest of the animation is done with other behaviours...

    the only thing i can think of is instead of having different spawn and destroy behaviours, i could build those sequences into one actor by using change.attribute.image

    any other ideas?

Answers

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    What is your memory usage when testing in the viewer? The crash indicates it is too high for the device
  • LeanneLeanne Member Posts: 168
    the game has always crashed when launched in the viewer right after loading, but then i could re-enter and play on the the viewer on the device, but can't watch what's happening on my computer screen at the same time. However there are no performance issues on the phone (4) to indicate a RAM overload.

    sorry, the short answer: I don't know the memory usage.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Iphone3 will crash when it approaches 128mb of ram usage

    iPhone 4 will last until 256mb of ram

    That's why it works on the 4 and crashes on the 3, it will also crash on the original iPhone as that one will crash around 50mb.
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