Black screen on store build but not in simulator or in debug build.

Hello.

In the past couple of days I did an upgrade to one of my apps on google play.

When I build to Store I get the corona splash screen and right after it the app is stuck in black screen.

It happens every time when I build to store.

It runs perfectly fine in both simulator and in debug build on the phone.

I don’t believe it has anything to do with image file names because I added only a few of them

and did nothing that I did not do before, and it still works in debug build.

I am using the last Corona sdk version on my PC.

Any suggestion on how to solve this?

Best regards

Saiphan

2-cents says you’re not spelling the texture name correctly and 25-cents says it is a file case issue.

File cases  must match on devices.

i.e. background.png ~= Backround.png

I know you said it works in debug build, but this is a super common issue and that is the problem 99% of the time.

Assuming however that isn’t the problem what do the console logs say on your device?

If you’re not getting good logs, try adding this to build.settings to increase debug output:

settings = { build = { neverStripDebugInfo = true, }, ... other stuff }

Also, you should be able to build a production version  for the store, then install the APK directly to your device.  You don’t need to upload it to test it.  This should save time in debugging.

Another possibility is you’re loading some JSON encoded file or text file or DB file and have an error that crashes your game.

In any case, it is impossible to debug w/o the logs.

I do have a connection to server at start, but that work both on simulator and in the debug build.

No difference should be in other versions.

The Production build I transferred directly from my PC.

I did try once with the version I uploaded to google play and its the same with the black screen.

I was thinking towards something like google play license key varification, but I did not see any difference

with the last version that was there that worked.

I will try with updating build.setting as you say,

In the meanwhile thanks.

Many thanks.

Using the adb logcat I realized that my app saved file is from previous version and did not contain one of the new variables

appear in the new version.  So when I clean its memory cache it all worked fine.

Thanks again.

Congrats on debugging it. 

I suspected that as the second most likely issue.  I’ve done it a few times as well.  i.e. update a settings table or expected a field that wasn’t in an older version.

Tip: You should consider adding defaults for all fields in the case that they are not present.  This will prevent such an issue in the future.

Yeah, only I did set a default value.

The problem (and I have done it before too), is to set it’s value to the value saved in the saved data file.

When it does not exists, it will turn it to nil.  :smiley:

Meaning I am taking into consideration new save to data file but not reading an old one…

Thanks again

2-cents says you’re not spelling the texture name correctly and 25-cents says it is a file case issue.

File cases  must match on devices.

i.e. background.png ~= Backround.png

I know you said it works in debug build, but this is a super common issue and that is the problem 99% of the time.

Assuming however that isn’t the problem what do the console logs say on your device?

If you’re not getting good logs, try adding this to build.settings to increase debug output:

settings = { build = { neverStripDebugInfo = true, }, ... other stuff }

Also, you should be able to build a production version  for the store, then install the APK directly to your device.  You don’t need to upload it to test it.  This should save time in debugging.

Another possibility is you’re loading some JSON encoded file or text file or DB file and have an error that crashes your game.

In any case, it is impossible to debug w/o the logs.

I do have a connection to server at start, but that work both on simulator and in the debug build.

No difference should be in other versions.

The Production build I transferred directly from my PC.

I did try once with the version I uploaded to google play and its the same with the black screen.

I was thinking towards something like google play license key varification, but I did not see any difference

with the last version that was there that worked.

I will try with updating build.setting as you say,

In the meanwhile thanks.

Many thanks.

Using the adb logcat I realized that my app saved file is from previous version and did not contain one of the new variables

appear in the new version.  So when I clean its memory cache it all worked fine.

Thanks again.

Congrats on debugging it. 

I suspected that as the second most likely issue.  I’ve done it a few times as well.  i.e. update a settings table or expected a field that wasn’t in an older version.

Tip: You should consider adding defaults for all fields in the case that they are not present.  This will prevent such an issue in the future.

Yeah, only I did set a default value.

The problem (and I have done it before too), is to set it’s value to the value saved in the saved data file.

When it does not exists, it will turn it to nil.  :smiley:

Meaning I am taking into consideration new save to data file but not reading an old one…

Thanks again