Positioning issue between device and simulator

Hey all,

Having some trouble here. We’re seeing a significant discrepancy between the device behavior and simulator behavior. See below:

Device

device.png

Simulator

simulator.png

We’re not even sure how to begin troubleshooting this. Can anyone offer somewhere we can start diagnosing the issue? We’re maybe 2-3 weeks out from closed beta, so this is pretty critical for us. We’ve made no changes to the code for displaying sprites since our last device build.

Only device we’ve tested on so far is the Galaxy SIII. Not sure if this belongs in the Android category or here. Apologies if misplaced.

Thanks!!

~Beege

hi Beege,

have you checked for errors in the android console (the output from the device, not simulator – ie, adb logcat) ?
code errors would cause this type of behavior – assets get placed in initial positions, then an error occurs before the code for positioning is reached. plus looks like many of the assets haven’t yet been created (because of an error early on).

cheers,
dmc

ps, i’m also assuming that you’ve done device builds before and haven’t seen this issue.

@Beege,

The number one reason why images and other assets don’t load and or display is because of case errors.

i.e. If you have an image file “bob.png” and refer to it as “Bob.png”, it will run and load on the Windows simulator, but not on a device.  Corona SDK is case sensitive.  I’d check my asset names.  Also, dmccuskey’s advise is good.  Grab those error logs.

-Ed

Excellent. Thanks guys!

Found this via logcat: 

I/Corona  (27588): Runtime error I/Corona  (27588): C:\Users\TheBeege\Documents\MonsterBrawl\unit.lua:124: attempt to index local 'unitHead' (a nil value)

I imagine it’s a case issue, as the unitHead bits have been added since the last device build, and I wasn’t overseeing the new configurations that populate this. 

See if I can mark both as solutions…

EDIT:

Couldn’t mark both as solutions. Sorry, guys. Going with dmccuskey as he answered the direct question of how to begin troubleshooting the issue, though roaminggamer’s advise appears to be the root cause of the issue being troubleshooted.

hi Beege,

have you checked for errors in the android console (the output from the device, not simulator – ie, adb logcat) ?
code errors would cause this type of behavior – assets get placed in initial positions, then an error occurs before the code for positioning is reached. plus looks like many of the assets haven’t yet been created (because of an error early on).

cheers,
dmc

ps, i’m also assuming that you’ve done device builds before and haven’t seen this issue.

@Beege,

The number one reason why images and other assets don’t load and or display is because of case errors.

i.e. If you have an image file “bob.png” and refer to it as “Bob.png”, it will run and load on the Windows simulator, but not on a device.  Corona SDK is case sensitive.  I’d check my asset names.  Also, dmccuskey’s advise is good.  Grab those error logs.

-Ed

Excellent. Thanks guys!

Found this via logcat: 

I/Corona  (27588): Runtime error I/Corona  (27588): C:\Users\TheBeege\Documents\MonsterBrawl\unit.lua:124: attempt to index local 'unitHead' (a nil value)

I imagine it’s a case issue, as the unitHead bits have been added since the last device build, and I wasn’t overseeing the new configurations that populate this. 

See if I can mark both as solutions…

EDIT:

Couldn’t mark both as solutions. Sorry, guys. Going with dmccuskey as he answered the direct question of how to begin troubleshooting the issue, though roaminggamer’s advise appears to be the root cause of the issue being troubleshooted.