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Thread: Two game projects I'm working on run great on IOS but crash on android

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Two game projects I'm working on run great on IOS but crash on android

    Hi Clickteam,

    I've got the latest builds of everything and the latest android SDK. There are two games I'm making for customers (so I can only send you the MFA's in private) which are running very well when exported for IOS devices, but when I switch to android export and "build and run" they both crash on my device (one fails to load and reports an error, the other gets hung up on the exit of the title screen)

    Would you like for me to give you a link to these MFA files?

    thanks,
    Mike

  2. #2
    Clickteam Clickteam
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    Something handy would be if you also tried to figure out whats causing the crash.

    Jamie also has a thread about how to get an error log -- usually just sending him a complex MFA doesn't help much for him to track down the problem.
    He might ask for the MFA later after seeing the error log.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    OK. I'll get the error logs as soon as I get the time...hopefully this weekend.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Hi Clickteam. Here are the two error logs for the two games that run great on IOS, but dont work on android.

    This one doesn't make it past the "made with multimedia fusion" screen...it locks up or crashes during or immediately after:
    01-05 23:22:11.768: E/AndroidRuntime(1391): FATAL EXCEPTION: MMFRuntimeTicker
    01-05 23:22:11.768: E/AndroidRuntime(1391): java.lang.ClassCastException: Objects.CActive
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Expressions.CExpExtension.evaluate(CExpExtension.j ava:27)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.getExpression(CRun.java:5507)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.get_EventExpressionAny(CRun.java:5378 )
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Conditions.CND_COMPARE.eva2(CND_COMPARE.java:22)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Conditions.CND_COMPARE.eva1(CND_COMPARE.java:17)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Events.CEventProgram.computeEventList(CEventProgra m.java:1446)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.f_GameLoop(CRun.java:4832)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.doRunLoop(CRun.java:461)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Application.CRunApp.loopFrame(CRunApp.java:877)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Application.CRunApp.playApplication(CRunApp.java:6 67)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Application.CRunTimerTask.run(CRunTimerTask.java:2 4)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at java.util.Timer$TimerImpl.run(Timer.java:289)
    01-05 23:35:28.611: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:35:57.548: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:36:06.951: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:36:07.001: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:36:13.108: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:38:17.421: E/MediaPlayerService(905): create BoardHWPlayer

    This one runs fine until I try to play the a actual game level:
    01-05 23:22:11.768: E/AndroidRuntime(1391): FATAL EXCEPTION: MMFRuntimeTicker
    01-05 23:22:11.768: E/AndroidRuntime(1391): java.lang.ClassCastException: Objects.CActive
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Expressions.CExpExtension.evaluate(CExpExtension.j ava:27)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.getExpression(CRun.java:5507)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.get_EventExpressionAny(CRun.java:5378 )
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Conditions.CND_COMPARE.eva2(CND_COMPARE.java:22)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Conditions.CND_COMPARE.eva1(CND_COMPARE.java:17)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Events.CEventProgram.computeEventList(CEventProgra m.java:1446)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.f_GameLoop(CRun.java:4832)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at RunLoop.CRun.doRunLoop(CRun.java:461)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Application.CRunApp.loopFrame(CRunApp.java:877)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Application.CRunApp.playApplication(CRunApp.java:6 67)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at Application.CRunTimerTask.run(CRunTimerTask.java:2 4)
    01-05 23:22:11.768: E/AndroidRuntime(1391): at java.util.Timer$TimerImpl.run(Timer.java:289)
    01-05 23:35:10.901: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:35:17.418: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:35:28.611: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:35:57.548: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:36:06.951: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:36:07.001: E/MediaPlayerService(905): create BoardHWPlayer
    01-05 23:36:13.108: E/MediaPlayerService(905): create BoardHWPlayer

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Come to think of it, could both crashes be caused by events that attempt to set the volume of samples? Even if you can't support this feature right away, can't you make it so it doesnt crash the game so I can continue testing these games without fishing around i nthe events of all frames to delete out these actions...only to have to put them back in once the feature works..?

    I can't keep going in and deleting all these actions (theres tons per frame) every time I want to make an android build.

  6. #6
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    You're right, that looks like a missing expression - I'll fix it for the next beta. Thanks!

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Thank you very much Jamie. I'll be able to test a lot more once thats fixed. Have you seen the bug I reported regarding the misaligned click detection for actives when they are on a non-scrolling layer but the level scrolls? The click detection mask scrolls with the layer even though the active does not scroll!

    I even linked to my MFA. The original post is here:
    http://community.clickteam.com/showthread.php?t=68518

  8. #8
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
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    Quote Originally Posted by BrashMonkey View Post
    I can't keep going in and deleting all these actions (theres tons per frame) every time I want to make an android build.
    Don't forget that this is beta testing, you gotta be willing to be patient and help Clickteam out, it's not just an early ticket to getting your app on the Market

  9. #9
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Agreed, DistantJ.. I'm not trying to sound critical, at the same time, I was simply stating the fact that testing of my fairly complex games becomes nearly impossible for me if I need to manually find and remove every action that causes the crash from many frames each time I want to test a build. I brought it up quite a long time ago in another post and it sounded like it would be an easy fix, so, instead of wasting my time manually deleting those actions from all the frames, I waited.

    I still created another app from scratch for testing other things and found other bugs. I'm not in this to get my game out sooner...It's several months away from completion any way.

    So, sorry Clickteam if I was coming across as impatient. I've had huge respect and apreciation for Clickteam and for Francois since Amos on the Amiga computer.. I've introduced MANY people to MMF2 and have been responsible for several purchases of MMF2 over the years. (besides my several purchases...which will continue with the Android and XNA runtimes)

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