That has all been cleaned up as well as I refactored my entire project (after this “mysterious” occurance), but gave you the code where I built the project and tested on his Air. I went from using @2x to just using @1x across all devices because my project size was also getting out of hand so I compromised…
“Don’t apply angular impulse repeatedly (likely that is happening, although you’ll have to determine why). Use “object.angularVelocity=av” instead, where “av” is a number for the speed you prefer.”
Thank you for that tip!!!
Converting this all to non-dynamic images is, unfortunately, going to take some time. You aren’t scaling all object at the same ratio, and you’re using non-center anchor points in many places. This means that you’ll need to figure out the correct positions of everything based on the scaled size, whatever it is, and also take into account the anchor points.
Brent
Actually it wasn’t too painful refactoring everything, but I did have to take into consideration an iPad vs all non-iPad devices… If you position everything on the screen based on the display center point (and use anchor points), then there’s not to much outside of that I needed to do special (other than taking into consideration iPad’s vs. every other device).
The important bit is to get your screen area (halfW/halfH, xMin, xMax, yMin, yMax) correct across all devices.
And how are your results now? In the project you sent, everything seemed to be in the correct place, and at the correct size, in both the Simulator and on my iPad Air. Perhaps the incorrect positioning is more subtle than I’m looking for?
My other tester also has first gen iPad Air Retina and when I built the project and sent it over to him, had him install it, all the image placements were in the correct spot on the screen, but it was as if the image sheet was wrong and the satellites were where the rockets were, the logo was somewhere else, the rocket was in the spot of the logo, images were cut in half, just completely odd… So if you are telling me that with build 2646 it works (I built and tested on 2688)… Is there a way that you can test/build with 2688 because that was the potential buggy software?
Hi Douglas,
I just built it with #2692 and it looks fine on my iPad Air (same result as 2646).
Is it possible that the file was corrupted for your tester(s) by how you compressed it and shared it with them?
Brent
I wish it were that simple, but I tried on 3 different occasions (3 different days) using basic mac compression which I’ve used hundreds of times for iPhones, all iPad version prior to Air/Retina and android devices, checked file size comparisons/decompressions and even loaded the same 3 builds used to test on his Air, on my personal iPad mini which worked perfectly etc… BUT, I feel better knowing that it builds/tests on your device as it should…I appreciate your help/verification/validation on this Brent!!!
Makes me feel better knowing that the simulator and device are in sync… I’ll give it another try next week (with the latest build) when he gets back and if it occurs again, I’ll have him take a screen capture and I’ll send the screen capture with the same build to you for you to test IF you don’t mind?
Hi Douglas,
Yes, keep me updated. Do your tests with full conversion to non-dynamically-selected images (display.newImage(), not display.newImageRect()), and see if your tester gets better results.
Brent
I have not heard of this problem before nor has anyone else reported it. Can you zip up your test project and file a bug report so we can look at it?
The iPad Air is a higher resolution device and would try to use higher resolution imagesheets if available but it doesn’t sound like the case here. Are you sure you don’t have any alternate scaling .lua files in the project that could be confusing things?
-Tom
No external scaling files whatsoever. I’ll submit the bug report. Shouldn’t this have shown up in the simulator?
Any update on this? Getting close to production release.
Do you have a case # for the bug report so I can inspect? I have an iPad Air which I can do a bit of testing on…
Thanks,
Brent
Well I did, but it seems to be evading me at the moment. Just searched through my email and couldn’t find anything from Corona on a case number… I submitted the bug on August 4th if that helps along with a the details and a zip file of a scene (which I still have)… Should I do another? Arghhh…
Sure, file it again. I don’t see any bug reports from August 4th…
Okay, just submitted again and this was the message:
Corona Issue/Bug Submission
Thank you for your submission. We will do our best to evaluate your case and respond as quickly as possible.
Can you confirm?
You should receive an e-mail with a case # shortly. When you do, please post that number here for reference.
Just so that you are aware Brent, I have yet to receive the case #…