Sprites disapearing in the Release version
by Tiago Carita · in iTorque 2D · 07/31/2009 (2:04 am) · 6 replies
Hi again...
Sorry to bombard the forum so much but its the first game and the first time working with Macs (we couldn't find the other day the keys for "{}", sometimes we feel lost heheehehe )
We are transporting the code from PC Torque to the iTorque step by step, and we started yesterday with the ship shots... and amazingly it works on iTorque, on the emulator in debug, on the iPhone in debug but if we change to release the emulator and iPhone don't show the shots...
Any idea for this strange behaviour?
Thank you
Tiago Carita
Sorry to bombard the forum so much but its the first game and the first time working with Macs (we couldn't find the other day the keys for "{}", sometimes we feel lost heheehehe )
We are transporting the code from PC Torque to the iTorque step by step, and we started yesterday with the ship shots... and amazingly it works on iTorque, on the emulator in debug, on the iPhone in debug but if we change to release the emulator and iPhone don't show the shots...
Any idea for this strange behaviour?
Thank you
Tiago Carita
#2
But it was a PNG, normal
07/31/2009 (2:14 am)
The build.... er i have to wait for the programmer... i think it was 2.0 not sureBut it was a PNG, normal
#3
07/31/2009 (2:16 am)
i meant which project type. normal, optimize, script, script optimize :) in the latest case, ensure to fix the precompiler flags, the disable memory manager flag is missing the ending R
#4
07/31/2009 (2:30 am)
sorry... I'm sure it was normal we still have not moved to the other builds... The programmer will check this info soon...
#5
We have been trashing around and don't seem to understand why...
07/31/2009 (9:29 am)
I think we discovered our strange problem.... for some reason the Debug build is the correct build but the release is from an old file...We have been trashing around and don't seem to understand why...
#6
We started to rebuild the game in the MAC, so function by function we imported to ITorque and that is how we continued to produce the game...
09/30/2009 (1:27 pm)
FYIWe started to rebuild the game in the MAC, so function by function we imported to ITorque and that is how we continued to produce the game...
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
what kind of image? (pvr or png, cell sheet or normal)