Cavern Drake - First In-App Purchase Enabled App - Ready for Sale (FREE)

Hi Jon - I bought the In-App “Minute” mode — I love :60 second beat your high-score stuff.

1] Anyway, is there supposed to be a timer counting down?

2] Also, just a note: when I purchased, it was successful, loaded into the game mode but the fire button did not work.

I exited entire App, went back in, and it worked.

Just an FYI.

[import]uid: 10965 topic_id: 5057 reply_id: 16700[/import]

Working things out and seeing what I can do about the bugs… It’s very strange as these are the types of crashes that NEVER happen on the simulator, which leads me to believe it has something to do with memory.

It was happening on a 3GS though, so I don’t really understand that… that device is almost as powerful as the iPod touch 4g.

I’m seeing that *most* of the crashes occur during screen-changes, so I’m assuming it has something to do with unloading so many large resources and then loading back up a lot of other large resources.

I’ll try/test out lots of different things.

Also, I was unable to duplicate the level selection finicky scrolling thing. No matter how crazy I got with it, it worked… so I’m gonna have to do some tweaking to see if I can make that better though.

UPDATE: I was able to duplicate the selection problems. You must be sliding towards the bottom of the screen because if you release on TOP of one of the buttons, then it gets stuck… Easy fix, will be fixed in the next update (thanks for bringing that to my attention!)

On the flipside, I’m getting almost no complaints as far as gameplay, grahics, etc. goes so that’s a good thing at least :slight_smile: [import]uid: 7849 topic_id: 5057 reply_id: 16702[/import]

The IAP Crash ! Now you know why we have delayed the bits ! We had to get real world feedback and thanks to Jonathan Beebe and this thread, we can now go bug hunting and figure this out. Hopefully it won’t be a bad bug and we can fix it and re-build-and ready to release in a few short days…

yes it is saturday and the stafff is here bug fixing !

Carlos [import]uid: 24 topic_id: 5057 reply_id: 16710[/import]

You must be sliding towards the bottom of the screen because if you release on TOP of one of the buttons, then it gets stuck

Good spot, I didn’t even notice!

I know it’s quite frustrating to release something and then get a flurry of reports of problems; hopefully you did some beta testing to at least try to avoid this situation. Happened when I released Memory Stacks as a web game, and I really really hope it doesn’t happen to me again with the iPhone port. [import]uid: 12108 topic_id: 5057 reply_id: 16714[/import]

The first time I launched the game, I pressed the Survival button. I saw the loading circle and then it immediately quit. I then relaunched the game and everything worked fine.

I am on an iPhone4. I did not have much running, and I did not need to reboot the device, just relaunch the game.

Perhaps on the first run, the game is looking for a file that hasn’t been written yet? It didn’t seem like a memory issue to me.

Sorry you are having issues! Regardless, congrats on releasing another game! [import]uid: 8444 topic_id: 5057 reply_id: 16722[/import]

Somebody just pointed out a potential memory leak in my BeebeGames class, which I think has something to do with some of the crashes. I fixed the code, as well as a few other things. I will add a couple more things, and then package an update soon… thanks a lot for all your help everyone :slight_smile:

And I apologize for the bugs… [import]uid: 7849 topic_id: 5057 reply_id: 16732[/import]

What was the leak you patched? [import]uid: 12108 topic_id: 5057 reply_id: 16734[/import]

Read this reply by samlotti:

http://developer.anscamobile.com/code/beebegames-class#comment-16726

And my fix:

http://developer.anscamobile.com/code/beebegames-class#comment-16731

So far, my fix seems to address the issue, but I need to do further testing to make sure. Read the second link I gave you and modify your beebegames.lua file if you’re using it ( to get it before I release a version 1.8 ) [import]uid: 7849 topic_id: 5057 reply_id: 16736[/import]

Version 1.0.1 submitted today, addresses unnecessary crashing, makes two of the premium items free, and a few other things…

Hopefully will be approved in 4-7 days… [import]uid: 7849 topic_id: 5057 reply_id: 16844[/import]

Good job guys,

I am nearing completion of my first Corona game (first mobile app actually) and am currently contemplating whether to go with a ‘Lite’ version and a ‘Full’ version separately, or using IAP.

I would most like to use IAP for a number of reasons, so I’m kinda holding out for the next Corona build - however, Carlos are you able to confirm that there will be some solid documentation around how to use IAP with Corona?

In particular, how does your app know and/or retain the knowledge about which IAP transactions the user has made, even across their other devices? For example, if last week the user had purchased an extra level, how can the app always know that this has happened when it starts up?

Jon and Biffy, I’m guessing that you guys have already nutted all that out, so if you have any info or links to documentation around how you implemented it, that would be really fantastic… [import]uid: 9428 topic_id: 5057 reply_id: 17891[/import]

I purchased one of Cavern Drake’s IAP’s on my iTouch and it retains what I purchased just fine.

I believe it ties it to my iTunes account because I had to login to verify the purchase just like purchasing a regular App via iTunes…

Very cool —

Just my $.02. [import]uid: 10965 topic_id: 5057 reply_id: 17919[/import]

Cool.

I’m most interested in what I’d need to do as a developer in my app to detect which IAPs the user has done at a code level.

Do you set some config setting in the app’s documents folder or do you get your app to remote to the app store each time its launched to find out what purchases apply to it (then what happens if the user has no internet access at the time)?

Its very interesting stuff… keen to learn as much as I can about it - I’ve already read all the Apple docs, but am hoping that there will be a very Corona specific guide available when it comes out.

Cheers
Cel. [import]uid: 9428 topic_id: 5057 reply_id: 17990[/import]

Hey, I was just wondering what software you used to design your graphics? [import]uid: 25897 topic_id: 5057 reply_id: 18151[/import]

We use Photoshop CS5 and a Wacom Cintiq tablet for pretty much all of our graphics.

I did graphics for the main character in this game, and some of the menus. Biffy did the rest of the characters, backgrounds, environments, etc. [import]uid: 7849 topic_id: 5057 reply_id: 18165[/import]

Ok, thanks for the info. [import]uid: 25897 topic_id: 5057 reply_id: 18166[/import]

Version 1.5.0 is now available – please go update now!


This update addresses many bug fixes, provides two more FREE characters, makes a couple of the premium items available for free, and best of all, makes gameplay more fun by switching to 100% tilt-based movement, unlimited firing (as fast as you can tap!), and more.

So if you already have Cavern Drake, please update immediately! Otherwise, you can download it for free from the App Store ?

P.S. Please leave a rating/review for this version when you get a moment! Thanks for all your support and initial feedback everyone, it’s much appreciated. [import]uid: 7849 topic_id: 5057 reply_id: 18439[/import]

The tilt controls aren’t working right for me.

While the auto calibration is a great idea in theory I don’t think it works all that well in practice. You’d be much better off “borrowing” the way Tilt to Live supports different orientations.

As it stands, the game is unplayable if I’m laying in bed holding the phone in front of me. The drake can go up, but doesn’t come down, no matter which way I tilt the phone.

Hopefully it’s a quick fix. [import]uid: 10835 topic_id: 5057 reply_id: 18442[/import]

@IgnacioIturra: I’ve noticed quite a few tilt games don’t work right while laying down in bed, especially facing upwards (even ones where you can calibrate).

The game works best if sitting up looking down, or holding the device diagonal as you would a playstation remote or other handheld. At least two of the Tilt-to-Live configurations work well, granted you remain in that position during the round.

Will most-likely be adding re-calibrate options to the pause screen in the next update. [import]uid: 7849 topic_id: 5057 reply_id: 18445[/import]

Tilt controls worked great for me. Big improvement IMO. I’ve haven’t tried it in the tub yet tho, so I’ll let you know ;).
Nice work. [import]uid: 7587 topic_id: 5057 reply_id: 18447[/import]

Updating now, looking forward to testing the tilt controls :slight_smile:

// Ed. [import]uid: 7143 topic_id: 5057 reply_id: 18511[/import]