Well, I made a prototype of my game, and sent to a bunch of people using Testflight.
All iPad users reported it worked just fine.
All iPhone users reported it installs, loads and crashes. One user reported seeing our logo in the first attempt, but only a white screen in further attempts. Other user reported it does not load at all, it tries to, and promptly crashes and quits.
I don't own a iPhone myself. (the only iOS device I have is a iPad3)
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PS: You could note your fps and texture memory to check excessive memory usage. I use @zaniar lib to monitor memory https://github.com/zaniar/gideros_monitor
http://www.nightspade.com
It also could be something due to 64bit CPUs on latest Iphones, but I think new Ipads also have them.
So I'm really puzzled now
You can try implementing crash reporting in testflight to get more info on that:
http://help.testflightapp.com/customer/portal/articles/829558-how-do-i-implement-crash-reporting-
Your first loading time is longer than 5 seconds.
For iOS devices, they would "think" that app crash when it load longer than that.
To fix it, simply separate the files loading, by using timer. (And you might add something different on loading screen, like changing the loading text)
Again, this still might be the case.
ar2rsawseen I tested only on iPad3, not 64-bit iPad... The point you made now is a good point maybe.
If yes, then what i said might be the issue. If you do loading more than 5 second at the first load without doing any "image change" or something like that, then it would be considered by iOS device as crash.
(It's not about freezing, just in case if you said that it is not freezing to me)
ar2rsawseen at gmail com
atilim.cetin at gmail com
Issue still exist, I forgot to add you on testflight... I will now!
And did you implement crashlytics or testflight sdk?
(ie: beside me figuring how to write my own plug-ins?)
From my experience if you goto 'testflightapp.com' on your device, you should be able to access a list of all apps registered to the device UDID. Of course this only works if your device UDID has been registered by the app author.
You also need to prepare a build for specific UDID on TestFlight? I thought it was supposed to work with any testflight team member, no?
- First option is to send an invite to another active member of TestFlight to join team.
- Second option is to send a non-member an invite to sign up for TestFlight and join team.
- Or you can bypass the TestFlight sign up for your testers by adding their UDID's to the developer or adhoc provisioning profile. After uploading to TestFlight, you would then just send them a link to download from TestFlight.
All three ways will require a TestFlight certificate installation to the tester's device. Once that certificate is installed, a tester can just visit the TestFlight website to view a list of active apps and app updates for that device.
When you build stuff for Apple devices you need to have the app certificate a list of who can install the app.
The UDID I don't need for testflight, I need to add you on Apple Member Center.
BTW, were you able to implement Crashlytics, did it report more information about the crash?
I am guessing this has to do with Apple purchase.
Any other suggestion on how I figure why the game does not work on iPhone?
http://try.crashlytics.com/
While I don't get approved for their trial, can you give me a status if Atilim already looked into this or not?
I also sent another testflight version to Atilim and to team-members here that own iPhones, let's see what will happen...