> * The game seems to crash a lot on my iPod touch (second generation) while loading levels or after un-suspending it. I suspect it's running out of memory since having it suspended also makes everything else really slow and prone to crashing. I wish iOS would give error reports instead of silently quitting apps.
> * Even though it seems to starve my device of memory, I haven't noticed any slowdowns yet! The game runs quite smoothly within the constraints of the device.
> * In the Flatlands map, after leaving the building on the left with low health, I got stuck in a loop where hitting retry would have me respawn at the door only to be immediately killed by one of those armored dog guys that was standing in the same place. A brief invincibility after respawning (the Sonic flicker) is a time-honored solution (or workaround) to this problem.
> * It's challenging to me, but not ridiculously. I'm looking forward to seeing how the difficulty curve continues in the full version.
> iOS *does* record stuff like that btw. After syncing, the logs end up in: ~/Library/Logs/CrashReporter/MobileDevice/...
> And, as far as I can tell (App Store n00b here), they get uploaded to Apple, who puts them into my inbox to see. However, I am not sure if this includes memory-related crashes or not. They are easy to spot in Xcode because they have the exit code of 0.
> Heh, there is an if() just for this problem and I tried it exactly where it happened to you. The game *should* move the enemies out of place just enough for you to jump.
> BTW- since you apparently took a break between finishing Lite and jumping to full. What is your intuitive behavior? Just let the game linger on the device? Or would you actually consider replaying it?
> I actually noticed the respawn bug while replaying that level
> Well, I suppose the monster isn't exactly where I was standing, but it's walking towards the door at that moment so it ends up there as soon as I am in control,
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