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iOS and MacOS / AGK will work on iPad 1 (iOS 5.1.1.) and iPhone 3GS (iOS 6.0)?

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Commandor
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Posted: 8th Oct 2012 18:17
AGK will work on iPad 1 (iOS 5.1.1.) and iPhone 3GS (iOS 6.0)?

Life is our game, playing we live!
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 8th Oct 2012 19:03
I have AppGameKit working on both my iOS 5.1 iPod Touch and my iOS 6.0 iPad 2.

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Ancient Lady
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Posted: 8th Oct 2012 19:10
Publisher complains that the game falls on those devices:

1) iPad 1 (iOS 5.1.1.)
2) iPhone 3GS (iOS 6.0)



On iPad 2 (iOS 6.0) and iPad 2 (iOS 5.1) - working.

Life is our game, playing we live!
Ancient Lady
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Posted: 8th Oct 2012 19:47
What Deployment Target did you use when you built it?

And was it Tier 1 or Tier 2?

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Ancient Lady
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Posted: 8th Oct 2012 20:41
Quote: "What Deployment Target did you use when you built it?"

5.1 and 6.0

Quote: "And was it Tier 1 or Tier 2?"

ONLY Tier 2 )

Life is our game, playing we live!
Ancient Lady
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Posted: 8th Oct 2012 21:49
Try building for only target 4.3 and see if that clears it up. It goes to the least common denominator.

Did you send two different apps to your publisher (one for each iOS version)?

Cheers,
Ancient Lady
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Posted: 8th Oct 2012 22:03
Quote: "Try building for only target 4.3 and see if that clears it up. It goes to the least common denominator."


try



Quote: "Did you send two different apps to your publisher (one for each iOS version)?"


he agreed to publish them so

Life is our game, playing we live!
bjadams
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Posted: 8th Oct 2012 22:07
keep in mind that ipad1 only has 256mb of memory.
could it be that your app is using too much big textures?
Ancient Lady
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Posted: 8th Oct 2012 22:13
Quote: "he agreed to publish them so"

Do you have all the iOS devices that would let you test each build? Or are you relying on your publisher to test them all?

I don't know if Apple will accept multiple versions of the same app that are distinguished only by target iOS version. I could be wrong.

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Ancient Lady
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Posted: 8th Oct 2012 22:26
to bjadams
Quote: "could it be that your app is using too much big textures?"

game falls after the load of the first scene. Total volume of files to 80 MB.
Maybe they are unpacked in memory? Where you can see the size of the memory used by a particular application on the iPad?

to Ancient Lady
Quote: "Do you have all the iOS devices that would let you test each build? Or are you relying on your publisher to test them all?"

I not have all the iOS devices I have only iPad 2.

Quote: "I don't know if Apple will accept multiple versions of the same app that are distinguished only by target iOS version."

It is unlikely

Life is our game, playing we live!
Ancient Lady
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Posted: 8th Oct 2012 22:32
Quote: "It is unlikely"

Assuming that, build for a target of 5.1 or 4.3 and provide just the one app to your publisher and see if it works as needed.

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Ancient Lady
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Posted: 8th Oct 2012 22:44
Quote: "Assuming that, build for a target of 5.1 or 4.3 and provide just the one app to your publisher and see if it works as needed."


I will try

Life is our game, playing we live!
bjadams
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Posted: 9th Oct 2012 09:31
I would say that the problem is most probably that the 256mb of the ipad1 can't handle all those textures
Commandor
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Posted: 9th Oct 2012 10:08
On Windows game takes maximum 40 MB memory.

Life is our game, playing we live!
Commandor
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Posted: 9th Oct 2012 12:41
Publisher sent CrashReport: LowMemory.log

How to find out how much memory is available for the game?

Life is our game, playing we live!
Commandor
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Posted: 9th Oct 2012 14:20 Edited at: 9th Oct 2012 14:21
find check memory on iOS devices:



or




And convert music to mp4a.

Life is our game, playing we live!

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