Aquarium demo does not animate on device
by Vis · in iTorque 2D · 07/25/2011 (3:55 pm) · 14 replies
Hi everyone,
Just returned to Torque after a long break, I have bought iTorque2D and installed.
I have loaded up the Aquarium demo and compiled and run in the simulator with no problems.
however after a clean build to the device (iPod Touch) the app loads but I get no animation.
Is this a known issue and/or have I missed a gotcha ?
I want to rule out user error before filing as a bug.
Vis
Just returned to Torque after a long break, I have bought iTorque2D and installed.
I have loaded up the Aquarium demo and compiled and run in the simulator with no problems.
however after a clean build to the device (iPod Touch) the app loads but I get no animation.
Is this a known issue and/or have I missed a gotcha ?
I want to rule out user error before filing as a bug.
Vis
#2
07/25/2011 (7:18 pm)
Did you load the demo shipped, with no modifications made at all? Any warnings or errors in the console output?
#3
I have just run over these steps from scratch
1. double clicked iTorque2D_1_4_1.dmg
2. dragged iTorque2D_1_4_1 over to (in an already open finder window) <user>/Applications
3. navigated to <user>/Applications/iTorque2D_1_4_1/tgb
4. double clicked Torque Game Builder
5. selected 'Open' navigated to and opened <user>/Applications/iTorque2D_1_4_1/MyProjects/Aquarium/projectFiles/project.t2dProj
6. Selected 'play game' toolbar icon - game opened and works as expected.(closed)
7. Open xcode project using the button under the project tab in TGB
8. Simulator[debug] already set in build options, hit build and run
demo runs in simulator as expected.
There are 69 build warnings - file of warnings available if needed.
9. menu->build->clean all targets (both options ticked)
clean succeeded four warnings (for main.cs and Default.png)
10. Selected build option device
config is debug
active target is torque2DGame_device - users's iPod
active executable is torque2DGame_device - users's iPod
active architecture ArmV6
11. cmd-b used to start build
Build succeeded with 67 warnings (file available on request)
12. build and run
app loads and runs but there is no animation of sprites, no movment at all.
app exited with home button.
console log file available on request.
both the sim and device console logs have the following errors;
Unable to find function enableJoystick
oniPhoneBecomeActive: Unknown command.
oniPhoneWillTerminate: Unknown command.
the ipod has the additional errors on exit;
t2dImageMapDatablock::onRemove( game/data/images/bubble.png ) - Reference Count isn't zero but image-map is being destroyed! (2 ref)
t2dImageMapDatablock::onRemove( game/data/images/beam.png ) - Reference Count isn't zero but image-map is being destroyed! (2 ref)
07/26/2011 (5:34 am)
I have just run over these steps from scratch
1. double clicked iTorque2D_1_4_1.dmg
2. dragged iTorque2D_1_4_1 over to (in an already open finder window) <user>/Applications
3. navigated to <user>/Applications/iTorque2D_1_4_1/tgb
4. double clicked Torque Game Builder
5. selected 'Open' navigated to and opened <user>/Applications/iTorque2D_1_4_1/MyProjects/Aquarium/projectFiles/project.t2dProj
6. Selected 'play game' toolbar icon - game opened and works as expected.(closed)
7. Open xcode project using the button under the project tab in TGB
8. Simulator[debug] already set in build options, hit build and run
demo runs in simulator as expected.
There are 69 build warnings - file of warnings available if needed.
9. menu->build->clean all targets (both options ticked)
clean succeeded four warnings (for main.cs and Default.png)
10. Selected build option device
config is debug
active target is torque2DGame_device - users's iPod
active executable is torque2DGame_device - users's iPod
active architecture ArmV6
11. cmd-b used to start build
Build succeeded with 67 warnings (file available on request)
12. build and run
app loads and runs but there is no animation of sprites, no movment at all.
app exited with home button.
console log file available on request.
both the sim and device console logs have the following errors;
Unable to find function enableJoystick
oniPhoneBecomeActive: Unknown command.
oniPhoneWillTerminate: Unknown command.
the ipod has the additional errors on exit;
t2dImageMapDatablock::onRemove( game/data/images/bubble.png ) - Reference Count isn't zero but image-map is being destroyed! (2 ref)
t2dImageMapDatablock::onRemove( game/data/images/beam.png ) - Reference Count isn't zero but image-map is being destroyed! (2 ref)
#4
1. OS X version
2. Xcode Version
3. iOS SDK version
We are release a new preview of 1.5 today, so that might be worth checking out to see if the problem persists.
07/26/2011 (6:35 am)
Bizarre. Can you also post the following info:1. OS X version
2. Xcode Version
3. iOS SDK version
We are release a new preview of 1.5 today, so that might be worth checking out to see if the problem persists.
#5
OS X Version 10.6.8
Xcode version 3.2.5 (1760)
iOS version 4.2.1 build 8C148
I'll give the preview a look tomorrow and post results - thanks for your quick reply.
07/26/2011 (10:18 am)
OS X Version 10.6.8
Xcode version 3.2.5 (1760)
iOS version 4.2.1 build 8C148
I'll give the preview a look tomorrow and post results - thanks for your quick reply.
#6
same result, TGB, simulation has animation and movement, iPod device remains static.
07/27/2011 (2:16 am)
Same steps as above used on iTorque2D__1_5_Preview2same result, TGB, simulation has animation and movement, iPod device remains static.
#7
all works fine in the simulator
07/27/2011 (2:43 am)
OK I have tried the RainyDay demo, all out of the box with no modifications, the animations and particle effects do not run on the device, however the touch and drag control does move the cloud around the display.all works fine in the simulator
#8
Provisioned iPad (running iOS version 4.3.5 (8L1)
Aquarium and RainyDay work as expected but both crash on exit (using home key with the following;
oniPhoneResignActive: Unknown command.
sgx error: background gpu access not permitted
Program received signal: “SIGABRT”.
07/27/2011 (4:32 am)
additional tests.Provisioned iPad (running iOS version 4.3.5 (8L1)
Aquarium and RainyDay work as expected but both crash on exit (using home key with the following;
oniPhoneResignActive: Unknown command.
sgx error: background gpu access not permitted
Program received signal: “SIGABRT”.
#9
Has iTorque2D been tested on the full range of iOS devices, because it looks like it hasn't, which begs the question how come its still not in beta?
Any App I produce and publish could end up running on any version of the iPhone, iPod Touch or iPad, my experiences with just this problem has generated a large and menacing doubt that iTorque2D should be used by any developer unless they personally can test on each of the devices.
I can not publish without peril!
You should comprehensively test your product works in the environment you say it does, it is apparent from my experience that you have not done this.
I only have two iDevices and your product does not work on either.
There are four versions of the iPod Touch, two versions of the iPad, and four version of the iPhone.
We are only looking at ten devices, and although some of these are discontinued, our customers will no doubt will still be using them.
I am now looking for an alternative solution, I can not trust iTorque2D to do the job.
07/30/2011 (3:18 am)
Has iTorque2D been tested on the full range of iOS devices, because it looks like it hasn't, which begs the question how come its still not in beta?
Any App I produce and publish could end up running on any version of the iPhone, iPod Touch or iPad, my experiences with just this problem has generated a large and menacing doubt that iTorque2D should be used by any developer unless they personally can test on each of the devices.
I can not publish without peril!
You should comprehensively test your product works in the environment you say it does, it is apparent from my experience that you have not done this.
I only have two iDevices and your product does not work on either.
There are four versions of the iPod Touch, two versions of the iPad, and four version of the iPhone.
We are only looking at ten devices, and although some of these are discontinued, our customers will no doubt will still be using them.
I am now looking for an alternative solution, I can not trust iTorque2D to do the job.
#10
Either you have stumbled onto a unique bug no one has reported or there is something wrong with your installed version. Please send me your console.log file: michaelp@garagegames.com.
07/30/2011 (7:16 am)
@Vis - We test on 2nd gen iPod touch up to 4th gen, 1st gen iPad, 2nd gen iPad, iPhone 3GS and iPhone 4. We have a QA team of four separate guys that test on it on the. I'm still investigating the problem, so I encourage you to not give up.Either you have stumbled onto a unique bug no one has reported or there is something wrong with your installed version. Please send me your console.log file: michaelp@garagegames.com.
#12
07/30/2011 (10:49 am)
@Vis - Sorry, I should have been more specific. Go to the game directory (same place as the project.t2dproj) and locate the console.log. If that does not exist, it means you have not run the app on OS X. If that's the case, when you run on device the output window will contain the full console output. Copy and paste that into a text file and send that to me.
#13
07/30/2011 (11:13 am)
mail sent, let me know if you want any of the other demo's logs
#14
07/31/2011 (8:19 pm)
The crash on home button has been documented with a fix in www.garagegames.com/community/forums/viewthread/126759
#15
I'm going to try a new test set, but if you have any new details just let me know.
08/04/2011 (1:46 pm)
I'm still stumped on this. I received your e-mail and I have tried to reproduce this on device. Seems like you are having multiple problems that are not related to each other, which leads me to believe bad installation/config files.I'm going to try a new test set, but if you have any new details just let me know.
Torque Owner rennie moffat
Renman3000