Black screen in launching app

Hello:

I have an app, that is in Google play now, and in Amazon.com

I upload this app to apple. and was rejected.

they keep saying it: “The screen turns black after a split second upon launch.”

in my main.lua i have this line

storyboard.gotoScene( "home" )

it goes straight to home. I see no errors or black screen in my simulator

we are just going back and forth for the last 2 months

I say – no black screen

they say – yes black screen

does anyone have an idea how to resolve this and will be willing to help me out.

I will be willing to share the complete code to test it somewhere else

I just don’t know what to do, because the app IS already in Google and Amazon.

I paid one of those technical incidents in Apple. They say they don’t support Corona SDK

they said is Corona Problem, not their problem.

Please I need someone’s help…

Thanks for everything

Testing on a simulator is not the same as testing on an actual device. You need to test on a real iOS device to determine what is going wrong.

If I had to take a guess, I’d say that it’s a filename that you’ve spelt incorrectly in your code. Some OS will ignore this, and some won’t.  

Double check all of your image and sound filenames, and make sure they match the actual names of the files (including upper/lowercase letters).

Wholeheartedly agree with Tom, you should never release without testing on devices, but I think I had an issue similar to yours. When I launched the app on a device, there would be a black screen for a moment or 2 before my splash screen displayed.

I just put and image called Default.png in my project directory. The image is just some static text saying loading so that the user does not think that the app is not launching.

Checking the casing of the filenames is definitely worth looking at too, as mentioned above the corona simulator will ignore the casing of the filename but when on a real device it will be an issue

Hi everyone…

Finally I got it to put it on my iPad…

I build for iOS, and I see the launch image… and BLACK

The app doesn’t even start… nothing.

In my simulator everything works fine.

when you said “Double check all of your image and sound filenames, and make sure they match the actual names of the files (including upper/lowercase letters).”

that means ALL the files in all my .lua files?

that is pretty much like making a new app all over again.

is that the only possible way…?


I just re-try and many ways and is not working at all…


The only strange thing is that I send that to Google and Amazon.com and it was approved in both of them

is it different there that in apple?

I am going to start checking the whole app images for names…

It’s really not the same as making a new game all over again. It’s more like opening all of the lua files, pressing Ctrl+f and searching for newImageRect etc, and double checking that you’ve typed the file names in correctly.  

Is it a pain? Yes.  

Should it take more than a few hours? No.  

We’ve got nothing else to go on at the moment, even the filename idea is just a best guess at the moment. It could just as easily be an error with the provisioning profile that you’ve used to sign the app. Or 

You say you’ve installed onto an ipad, are you seeing any error messages or warnings in the console? If you don’t see any logs at all, you may need to add this to the start of your main.lua file:

io.output():setvbuf("no") 

Thanks for all your advices, they help a lot. I just had to re-do the app one .lua file at a time

in one .lua file, I got the black screen, and I had to re-named the file for another name

and it worked, I don’t understand why…

any way I finished the app like that

make sure I saw it on my iPad, and summited it

Now it’s approved and on the app store! I’m so happy…

I didn’t really knew what was the actual problem, but it works.

[ one thing… I did not add the particles candy that I had in the first app

I did it plain and simple, I don’t know if the particles candy had something to do with it

I will see in my next app, maybe I will put just a little bit particles candy and see what happens

thanks for everything.

Testing on a simulator is not the same as testing on an actual device. You need to test on a real iOS device to determine what is going wrong.

If I had to take a guess, I’d say that it’s a filename that you’ve spelt incorrectly in your code. Some OS will ignore this, and some won’t.  

Double check all of your image and sound filenames, and make sure they match the actual names of the files (including upper/lowercase letters).

Wholeheartedly agree with Tom, you should never release without testing on devices, but I think I had an issue similar to yours. When I launched the app on a device, there would be a black screen for a moment or 2 before my splash screen displayed.

I just put and image called Default.png in my project directory. The image is just some static text saying loading so that the user does not think that the app is not launching.

Checking the casing of the filenames is definitely worth looking at too, as mentioned above the corona simulator will ignore the casing of the filename but when on a real device it will be an issue

Hi everyone…

Finally I got it to put it on my iPad…

I build for iOS, and I see the launch image… and BLACK

The app doesn’t even start… nothing.

In my simulator everything works fine.

when you said “Double check all of your image and sound filenames, and make sure they match the actual names of the files (including upper/lowercase letters).”

that means ALL the files in all my .lua files?

that is pretty much like making a new app all over again.

is that the only possible way…?


I just re-try and many ways and is not working at all…


The only strange thing is that I send that to Google and Amazon.com and it was approved in both of them

is it different there that in apple?

I am going to start checking the whole app images for names…

It’s really not the same as making a new game all over again. It’s more like opening all of the lua files, pressing Ctrl+f and searching for newImageRect etc, and double checking that you’ve typed the file names in correctly.  

Is it a pain? Yes.  

Should it take more than a few hours? No.  

We’ve got nothing else to go on at the moment, even the filename idea is just a best guess at the moment. It could just as easily be an error with the provisioning profile that you’ve used to sign the app. Or 

You say you’ve installed onto an ipad, are you seeing any error messages or warnings in the console? If you don’t see any logs at all, you may need to add this to the start of your main.lua file:

io.output():setvbuf("no") 

Thanks for all your advices, they help a lot. I just had to re-do the app one .lua file at a time

in one .lua file, I got the black screen, and I had to re-named the file for another name

and it worked, I don’t understand why…

any way I finished the app like that

make sure I saw it on my iPad, and summited it

Now it’s approved and on the app store! I’m so happy…

I didn’t really knew what was the actual problem, but it works.

[ one thing… I did not add the particles candy that I had in the first app

I did it plain and simple, I don’t know if the particles candy had something to do with it

I will see in my next app, maybe I will put just a little bit particles candy and see what happens

thanks for everything.