Game Development Community

Release build is not uploading to device

by Sarah Johnson-Bliss · in iTorque 2D · 12/15/2009 (1:38 am) · 3 replies

I can get the debug version to upload to the device, but for some reason the release version won't. Very confusing.

The only changes I made to vanilla 1.2 iTGB were:
* Adjusted default SDK to device 2.2.1 (necessary in Snow Leopard)
* Adjusted compiler version from gcc 4.2 to gcc 4.0 (gave 9000+ errors without change, instead gives 5000+ warnings - don't understand how vanilla iTGB can generate errors or warnings in those quantities there!)
* Changed preprocessor macro from TORQUE_DISABLE_MEMORY_MANAGE to ...MANAGER (This is fixed in 1.2.1)

Of course, I did all the required certificate stuff with Apple too, otherwise it would have stopped with 1 error complaining about certificates...

When I do a build and run, it gets to the stage where it says:
"Installing GameName.app on devicename"

It appears on my device, but that version only loads the Default.png, sits there for a while, then fails out to shell. It does actually have the game icon as well. Seems to be all it has...

Xcode says:
"Failed to upload GameName.app"

I have tried clearing off a debug version. This is a certified device.

EDIT:
I am really not sure why it wasn't working, but I managed to get it to work. I also don't really know why. I still get the failed to upload, but it actually uploads to the device fully now.

About the author

I am the owner of a small mobile game company called One Month Games. We currently make games for Windows Phone 7, but are looking to expand into the iPhone market. Fortunately, I have extensive experience with iTGB from my prior work with Ten Toed Inc.


#1
12/15/2009 (5:03 am)
If it shows the logo it starts and has surely not had an upload issue.

There are basically two things that can happen if it crashes after that point of the logo:

1. Scripts compiled without PUAP_OPTIMIZED (default unless you recompile tgb and tgbgame) but you used the optimize iphone client build

2. you did not apply the per level asset approach discussed on the board and have enough assets that it takes too long to load (you have something between 20 and 30s before the os will just kill your app) or just loads more that can fit into ram (the later is very easy to achieve for most new to TGB and iTGB as the pre-3GS devices give you basically 35MB of RAM and 22MB of free VRAM)
#2
12/15/2009 (1:13 pm)
Thank you for your reply.

I am certain it is neither of those issues, as I have managed to get the game to work on the device now. I just have no idea why or how it worked. I also do not understand why it was continuing to say "failed to upload" when clearly it had uploaded. This error *also* went away with a restart of Xcode after I had apparently resolved the loading screen issue. It's all very strange to me. To be honest, I've been working in VS2005 prior to this iPhone project. Xcode is very foreign to me, but it is all we have for the Mac.

To address the two issues you mention:
1) I am aware of this issue, and have carefully avoided it. I have not been using PUAP_OPTIMIZED nor the optimize client build.

2) It is definitely not an asset issue as we don't even have the final art assets in. I think there are maybe 7 assets in total right now, none of which are even animated. Thank you for bringing this to my attention though, as we might need it later! Though, hopefully this won't be an issue since we are trying to keep it under 10MB total.

The only reason I am still trying to figure out what happened is because it could easily happen again. Since I do not know why or how it fixed, I would not have a solution again.
#3
12/15/2009 (9:52 pm)
you could check if there is a crashlog.