Black cocos2d spritesheet in iPhone4 - iphone

I've got a weird issue that is reported by one of my app users. My app is using UIKit and Cocos2d (the latter for basically just one scene, the rest is all UIKit). The CC scene uses a 2048x2048 spritesheet. The user says that on his iPhone4 running iOS6, the sprites appear black. The app works, no crashes or anything.
I have an iPhone4S to test on hand and all works fine. Looking at the specs, the IPhone4 should be able to support this size for a spritesheet. Only the iPhone3G is not able to, according to the specs (1024x1024 max. size for spritesheets it seems). But since the user is saying that he is running iOS6, he can't be using a 3G, right?
So I'm baffled. He's the only one reporting this issue, too. Is there anything else that could be causing memory or other issues and cause a black spritesheet in an iPhone4?

Related

MKMapView doesn't display tiles on highest zoom - appears to be related to iOS 6.1.4

I'm working on an app that is heavily GPS-based. Everything worked fantastically, specifically meaning my app's display of map tiles worked great, seemingly until I updated my iPhone5 (test device) to iOS 6.1.4. Yes, I know that 6.1.4 supposedly only touched audio profiles, but this failure to load map tiles certainly coincided with my phone's OS upgrade.
Ever since I updated, not a single application on my phone (any that presumably use MKMapView), except Apple's Maps app, will load any tiles when I attempt to zoom in to the max level. The tiles change to the gray grids with the Ø symbol.
FYI - when debugging my app, mapViewDidFailLoadingMap:withError: never fires, so the phone doesn't think it has a problem. It's almost as if they are the tiles Apple is sending to the phone.
Anyway, I tested this on another iPhone5, which had the same problems (and was also updated to 6.1.4), and an iPhone4 and iPad 2 Retina, which did NOT show the symptoms.
Obviously, for my app, I could restrict the max zoom level to get around this, but I'm more concerned about an issue that may not be resolved until another OS update, while restricting the user's/app's capabilities in order to mask the bug.
Has anyone else seen this happen on their own devices, or heard about this happening? I'd think that if this was actually related to 6.1.4, people would be freaking out all over the web, but my web searches turn up nothing.
Other thoughts?
Thanks!

App won't respond until rotation/2x occurs on iPad3

I am wondering if anyone else has had this happen to them. I have a iPhone App that I have been updating for over a year and it has been working just fine on my iPad2, iPhone 3GS, as well as the 4G, 4GS, and 5. However, just recently I obtained an iPad3 to test the App on. Something very strange happens: When the App is loaded through Xcode in development it comes up and looks perfect - however, it won't respond to any touches at all. I have an alert that pops up on load and you can close that, but the actual main view controller will not react to any drag or touch gestures - it is essentially frozen. However! When I rotate the device and the App rotates correctly, it suddenly starts working just fine, even if I rotate it back! The simulator for the iPad running iOS6 in normal and retina does the same thing even though it works just fine on my iPad2. However, the simulator for the iPhone works just fine.
Like I said, this doesn't happen on any other device. Even loaded the same way all devices allow tapping like normal. Here is what I have been able to confirm:
iPad3 device: frozen
iPad-retina sim: frozen
iPad-normal sim: frozen
iPad2 device: normal
iPhone-retina sim: normal
iPhone-normal sim: normal
iPhone 4S device: normal
iPhone 4 device: normal
If all the iPhones worked and the iPads didn't, it would make some sense. But my ipad2 works just fine. Also, if I use the iPad3 open it, it is frozen. BUT! If I hit the 2X button, it starts working again even without rotation.
I also decided to test and see if it would work as a Universal App. On the iPad3 when I switch it over to Universal, it works just fine to begin with. So something weird must be going on with the simulator. Any ideas?
Thanks!!
-Mark
A view (in your case the whole thing) not accepting any input often means that one of the superviews has a frame smaller than its contents. This could be the case here, strangely only in specific situations, upon rotation the view frame gets the correct size and stays correct afterwards.
Did you solve this in the meantime? You can try to give the views different transparent background colors and/or make them clipToBounds, starting with the top view controller's view. That way you'll see if something is wrong with the frames.

Cocos2d iphone app runs oddly on actual iphone

I have a simple application using Cocos2d, and all the images show up fine when running on the simulator. However, when i run it on an iphone, all the images are scaled up and incredible amount, making the game unplayable.
Has anyone got any ideas as to why this is happening, and how to fix it?
You need to consider the possibility that your simulator is running retina. Probably you are trying to display an image that is at the higher resolution on an older, non-retina device.
You can also just add the suffix "-hd" to any image, and then cocos2d will recognize it as being at the higher resolution automatically. But when you actually finish your app you will want to have 2 copies of each image, one at each resolution.
I found out that the problem was that when i initialised the sprite, using spriteWithFile, it set it to a certain size. When i changed the sprites texture later on, it kept the size of the last image, but had a different texture.

Flash iPhone app pixelated once displayed on iPhone4

I have made the app in the larger resolution for iPhone4, and when I test it in 3GS it works/looks fine, the app scales DOWN accordingly. But when I test app on iPhone 4 it appears for reason to scale it down and then back up again creating a pixelated look. This applies to vector assets and text within the flash project as well which is even weirder in my opinion. My SWF is 640x920px.
According to this post support for retina-display graphics is not yet supported. The two output sizes are either low-resolution iPhone or iPad. To wit:
The current version of PFI produces apps that run at 320x480 on iphones and ipods or 1024x768 on ipads. Support for 964x480 is something we're looking into adding for a future release.

iPhone game display is off the screen by 10 pixels or so on the device

I recently deployed my first iPhone app, a simple game, to my testing iPhone for the first time. Everything looks and runs fine on the simulator in Xcode, but on the iPhone the whole image is shifted up about 10 pixels or so. So the gameplay goes slightly offscreen on top and has a slim white/grey bar at the bottom. Has anyone encountered this before? I do have the status bar display turned off, I'm wondering if the device handles that flag differently than the simulator. I also have the rotation hardcoded to be in portraitRight mode at all times, and I have an extra line in the code to make the simulator do that automatically that's apparently not necessary on the device.
Everything is very simple, so I'm not sure where this glitch is coming from or even where to look.
Did you use Interface Builder to create your UI? If you did, then go and check each and every XIB file(s) objects' Size & Position as well as Autosizing in Size Inspector (command-3).
It's very important to check both: your coordinates might have gone wrong after some change you did and autoscaling works in weird ways unless you attach to correct edges. Apple documentation should help http://developer.apple.com/iphone/library/documentation/DeveloperTools/Conceptual/IB_UserGuide/Layout/Layout.html