yes. devices are case sensitive. [import]uid: 24 topic_id: 5682 reply_id: 24724[/import]
Well, I guess if the device is case sensitive, the simulator should be too. Otherwise, it is not “simulating” accurately.
And yes, I have this problem now too !
[import]uid: 13932 topic_id: 5682 reply_id: 27201[/import]
I am having this problem. My App does not show in simulator or device. My images are all in an images directory and other sub directories. Please help, trying to release game today.
Thanks in advance,
Jason [import]uid: 7197 topic_id: 5682 reply_id: 27209[/import]
@Jason5 - Mine runs fine in the simulator but not on the device.
You want to release today but you can’t get your app to show up in sim or device? Maybe you could give more info here and someone will be able to help.
If you are releasing today, does that mean you app WAS working both places up until now (I am assuming you did incremental development and testing). If this is the case, can you think of what you did to “break” it?
Anyway, not sure if I can be of too much help, I am pretty new to this part of things. I have been using corona for the past couple of months but mostly developing my code and using the simulator.
When I discover what my problem is and fix it, I will post here again.
Cheers
[import]uid: 13932 topic_id: 5682 reply_id: 27215[/import]
I’ve come across this happening a number of time for different reasons (black screen of death). Here’s what I’ve found and the solutions…
-
Case sensitive filenames. My most likely culprit.
-
Sub folders work in the simulator and DO NOT work in the devices. Put everything in one folder. It will pain you to do this after setting up a wonderfully organized structure, but it’s all gotta be in one folder.
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Long filenames for images. I “think” this was the culprit one time, but I could not verify if this was the issue or the item below. Either way, I am keeping my filenames short.
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My Photoshop CS5 64bit seemed to cause issues making PNGs. I switched to the 32 bit version CS5 and haven’t come across this one since.
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Black screen on iPhone and not on Android… A display group in the very first “start up” of the app was too “intense” and taking too long to load. The solution was to create a very simple JPEg (“loading jpeg”) that gets sent to the user on the first frame, and then building the display group and loading the display group when it was ready. In the console of the iphone, you may see an error, “taking too long to load”, or something like that. That was the only way I could figure out what was happing cause it was fine in simulator and my Android, but wouldn’t load in my iPhone.
Hope this helps. [import]uid: 29520 topic_id: 5682 reply_id: 27217[/import]
i have subfolders for images without trouble,
image filenames in my case i am using 27 characters,
Photoshop is the x64 version, but the first one
case sensitive filenames was the reason for crash on device.
Klaus [import]uid: 5456 topic_id: 5682 reply_id: 27248[/import]
Thanks mudstuffing. I am still having this issue. I have a splash screen that shows properly and made the first page that use an image in the root directory, but this does not work either and crashes. I only did the the first page. This works in Corona Simulator but not on the device or iOS simulator. I have no icon.png in root dir, would this cause the problem? I updated Xcode and my iPhone, still nothing. [import]uid: 7197 topic_id: 5682 reply_id: 27249[/import]
I guess I have to check my image to see if it is 32 bit or not! How do I check this.? I made the images with gimp. [import]uid: 7197 topic_id: 5682 reply_id: 27250[/import]
@bandit - I believe subfolders work on iPhone, but not on Android (black screen on android when using subfolders).
@Jason - Just to clarify - I run Windows 7 64bit OS, so the the 64bit version of Photoshop had issues (or so I think). When I switched to the 32bit version of windows it was fine…
All my images are 24bit PNGs (16 bit + alpha). I don’t use gimp so I am unsure if that would be causing the problem. You could also check and make sure the colorspace is sRGB and there is no color management. Again these are settings in Photoshop, I have no idea if they are set in Gimp.
@Jason - in order to see trace messages and errors from your app in the console window, you will need to add this to the beginning of your main.lua file:
io.output():setvbuf('no')
My game is still in development so I have no icon.png yet and the iphone builds are testing fine. I don’t think that would be the issue. However, maybe try to make sure your have a Default.png in the root directory (it’s case senstive)… or maybe this is what you are referring to as your “splash screen”?
This is one of those problems that will make you want to tear your hair out. However, once I got past it, everything else in the Corona SDk has been pretty sweet. [import]uid: 29520 topic_id: 5682 reply_id: 27251[/import]
Ok, This option did not show anything different. My images are still in an image sub directory.
io.output():setvbuf(‘no’)
Here is some of my output:
Using additional build settings from: /path/App/game4/build.settings
2011-03-10 13:40:03.676 defaults[76535:607]
There is no (ContentOrientation) default for the (/path/App.app/Info) domain.
Defaults have not been changed.
2011-03-10 13:40:03.695 defaults[76536:607]
There is no (UISupportedInterfaceOrientations) default for the (/path/App.app/Info) domain.
Defaults have not been changed.
Compressing pngs -----
End----
mv: rename /path/App.app/icon.png to /path/App.app/Icon.png: No such file or directory
/path/App.app: object file format invalid or unsuitable
2011-03-10 13:40:36.581 Corona Simulator[45357:903] App Spec: specified by path /path/App.app
2011-03-10 13:40:36.581 Corona Simulator[45357:903] Version ((null)) not found. Using default root.
2011-03-10 13:40:36.581 Corona Simulator[45357:903] SDK Root: path=/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk version=4.3 name=Simulator - iOS 4.3
[import]uid: 7197 topic_id: 5682 reply_id: 27264[/import]
Oh and I was messing with the SimplePool app and moved the images to a sub directory called images, and it did not work! I checked the code changed 5 times.
I think I need to stick everything into one directory, but that means changing all of my code in the plathora of files. I have like 80 + files.
So I need everything in the root directory? Images and Audio???
Thanks very much [import]uid: 7197 topic_id: 5682 reply_id: 27265[/import]
Not that it should matter, you upgraded to V 4.3 of XCODE? We have not officially changed the build to use 4.3 it as it just got released yesterday.
Other than going back and forth on the form ad-nausea. If this is stopping you from shipping a game, send me the code and I can take a quick look.
You are building for iOS from the error log.
when you load images what do you do?
display.loadImage("/images/pool.png",0,0);
C [import]uid: 24 topic_id: 5682 reply_id: 27267[/import]
Yes, images and audio, one directory.
I am referring to the console window for the actual iphone, when connected to your mac and running the app. Not when you build the app in corona. I think it’s called iPhone Configuration Utility. When you app is running on the actual phone, your “print” commands get sent to the console. [import]uid: 29520 topic_id: 5682 reply_id: 27268[/import]
display.newImage(“hitBorder.png”, 120, 0)
I do not use loadImage
What is your email for me to send you my code? [import]uid: 7197 topic_id: 5682 reply_id: 27277[/import]
Carlos I sent you my project minus the images. The images made it too big. I sent it through the Support Request.
Thank you
Jason [import]uid: 7197 topic_id: 5682 reply_id: 27329[/import]
agh i will never get it… cicaza @ … com
[import]uid: 24 topic_id: 5682 reply_id: 27331[/import]
Hmmm, I’m having a similar issue. Even removing all the code and all the images still causes things to break. Has anyone had any luck with this?
Right now my main class is this,
--- set global debug flag
inSimulator=system.getInfo("environment")=="simulator"
---require "constants"
--- load physics
require "physics"
if inSimulator then
---physics.setDrawMode("hybrid")
else
debug=nil
end
--- start the physics engine
physics.start(false) --- false allows bodies to sleep
physics.setGravity(0,0)
display.newRect(290,240,20,40)
Here’s my build output:
Copyright (C) 2009-2010 A n s c a , I n c .
Version: 2.0.0
Build: 2011.484
The file sandbox for this project is located at the following folder:
(/Users/mystical/Library/Application Support/Corona Simulator/src-320E4B3C2F49E0B77F63EF0D3C1F7C15)
Compressing/copying PNG /Users/mystical/gameproject/src/Default.png to /Users/mystical/Desktop/src.app/Default.png
Compressing/copying PNG /Users/mystical/gameproject/src/Icon.png to /Users/mystical/Desktop/src.app/Icon.png
Compressing/copying PNG /Users/mystical/gameproject/src/Icon@2x.png to /Users/mystical/Desktop/src.app/Icon@2x.png
/Users/mystical/Desktop/src.app: object file format invalid or unsuitable
2011-04-21 17:19:07.081 Corona Simulator[224:903] App Spec: <dtiphonesimulatorapplicationspecifier> specified by path /Users/mystical/Desktop/src.app<br>2011-04-21 17:19:07.082 Corona Simulator[224:903] Version ((null)) not found. Using default root.<br>2011-04-21 17:19:07.082 Corona Simulator[224:903] SDK Root: <dtiphonesimulatorsystemroot> path=/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk version=4.3 name=Simulator - iOS 4.3<br><br>
I’m going to try making a completely fresh app and see whether that will build. [import]uid: 11757 topic_id: 5682 reply_id: 33415[/import]
Actually I’ve just created a small project with the single line
display.newRect(290,240,20,40)
Building that for the simulator still causes the same issues.
Not really sure what to do now… [import]uid: 11757 topic_id: 5682 reply_id: 33417[/import]
Actually I’ve just discovered that the one line app I posted above actually runs fine on my phone. But I can’t get it to run in the XCode simulator.
I’m going to go back and try to find the point at which my app breaks for the phone rather than the XCode simulator. [import]uid: 11757 topic_id: 5682 reply_id: 33419[/import]