Hi!
Okay, i've tested two of my games so far. Both are fairly simple and don't use any extensions (besides the built in ones).
The first one is a game where the player has to squash bugs (similar to fruit ninja) where you would swipe and get combos etc as the bugs run up the screen.
I managed to get the menu to display on the simulator and phone, but as soon as I try to detect the user presses in a zone and go to the game frame, the app crashes. The debug console produced this.
I've tried taking out a few things such as global values and setting score etc, but none seem to affect it. Could it be because i'm scaling sprites? Or, i'm thinking it might also be a memory issue, as the sprites are quite large before they are scaled.Code:2010-10-22 10:04:07.302 splatterbug[1083:207] ******* Accessibility Status Changed: On 2010-10-22 10:04:07.323 splatterbug[1083:207] ********** Loading AX for: com.2playmobile.splatterbug ************ Detected an attempt to call a symbol in system libraries that is not present on the iPhone: open$UNIX2003 called from function _ZN4llvm12MemoryBuffer7getFileEPKcPSsx in image libLLVMContainer.dylib. Detected an attempt to call a symbol in system libraries that is not present on the iPhone: fstat$INODE64 called from function _ZN4llvm12MemoryBuffer7getFileEPKcPSsx in image libLLVMContainer.dylib. Detected an attempt to call a symbol in system libraries that is not present on the iPhone: mmap$UNIX2003 called from function _ZN4llvm3sys4Path14MapInFilePagesEiy in image libLLVMContainer.dylib. Detected an attempt to call a symbol in system libraries that is not present on the iPhone: close$UNIX2003 called from function _ZN4llvm12MemoryBuffer7getFileEPKcPSsx in image libLLVMContainer.dylib. Detected an attempt to call a symbol in system libraries that is not present on the iPhone: pthread_mutexattr_destroy$UNIX2003 called from function _ZN4llvm3sys5MutexC2Eb in image libLLVMContainer.dylib.
My second game I tested was a simple puzzle game called One-Way (i've been developing it hoping to port it over to iPhone asap!).
It loads fine on the simulator and device, but collision detection is messed up. It might be my coding however (i'm not great at efficient mmf coding) but it seems to work correctly in the MMF runtime. Could it be to do with the FPS?
I also had an issue with a backdrop on a new layer being rendered under sprites from the layer below it. I fixed it by making the backdrop an active and it seems to work now.
Here are both mfas (please respect copyright and privacy!)
splatterbug iphone
one-way iphone
I will update this thread as I continue testing















