Freezes application in button action - iphone

I doing a game application using cocos2d.In this application two game are include together. When playing game i include a action for switching the game. when i use this button two or three times change the game but after that the game is freezes & not work any more until the game is close the game. If anyone have a solution than give me some information that how can i overcome in this problem.

Are you sure you don't have memory leak problems when switching games?
Its difficult to diagnose correctly with so little information but my guess would be that the switch process isnt done correctly and after a few times some memory/variables get corrupted

Related

Unreal Engine 4.25 travel failure when calling game over

so I'm trying to create a mobile game in UE4.25, working in the blueprints section for this part, but I put game over into its own level because it was causing problems when in the same level as the main game. When trying to call game over after the player hits an enemy with less score than the enemy takes away, I call openlevel which goes to DEMO_GameOver (the level) but I get the "travel failure" error.
anyone know how to fix this? (see attached images for more information)
UPDATE: SOLVED
after looking back several times at this post to see if anyone had responded with a solution, I worked out the problem randomly while looking at the screen. I realised that I had named the level I was trying to open "DEMO_GameOver" where I needed to call "BETA_GameOver"
I hope someone else who has this problem can figure out a similar fix, it's probably (when working in singleplayer) just an incorrect level name.

How to delay the start of a function

so i have built my first application in X Code using swift, and i have also taken the time to add the game centre functionality to it, however my question is, how would i delay the start of my game, in order for game centre to load, as of right now, the game starts, and then the game centre banner appears on top of my game before disappearing.
would it be sufficient to use something like, on the function containing my main game attributes:
NSTimer.scheduledTimerWithTimeInterval()
or
would i be better off adding a splash screen?
if anyone has any other suggestions, that would be helpful.
thanks in advance.
Better to subscribe under GameCenter, listen a complete event and then produce your next initialization. Avoid timers in similar situations, because time of processing depends from many factors, and rely to specific delay is not good idea.
If you are waiting for the game to load, then starting a timer is probably not the best solution, because you don't know how long the loading takes on different devices with different capabilities.
A better idea is to load your game and then have a completion method that is called to start the game when it is ready to be run.

Lag when authenticating local user on Game Center

For my cocos2d game, I authenticate the local user in the applicationDidFinishLaunching method of my AppDelegate. However, whenever the authentication is complete, it will cause a short lag in my game when the little "Welcome back, X" message slides down and back up. The problem is I have no control over when this authentication is complete – obviously the duration is highly dependent on the data connection of the device.
Sometimes the message (and the un-avoidable accompanying lag) appears as soon as when I am in the menu scene, which is somewhat acceptable, since my menu is more or less static. More often than not, it happens later, when the game has already started. Because my game is an endless scroller, the message always causes a lag in the movement of the player, even causing the player to die sometimes (half a second of lag is enough :-/).
How might I circumvent this? I used to have a loading scene right before my menu scene to load some of my assets, and because the loading takes a while, there was always a good chance that the authentication is completed at the loading scene, but of course I can't guarantee that it will be true!
Game Center can make the game freeze for a little as its starts if your connection isn't great. I doubt that loading GameCenter on a different thread would be a good idea (or even have an effect on that) but what you could do as a work around of the issue you are having is to give the game a 3-2-1 countdown before it starts scrolling/moving. would give a little more time for game center and time for the player to build his focus, starting serious in a game straight away might not be to the liking of some players.
I hope this helps.

iPhone Opengl game with ads == fps problem?

I have a game that runs fine as is (around 30fps), but fps went down the drain when I tried to implement ads. I tried Greystripe and iAds but with same result (iAds were maybe bit worse). Average fps is almost same, but there are huge spikes all the times (1-2 spikes per second) and game is unplayable.
I guess it is because ad is in another view. I read somewhere that opengl apps on iphone don't like having another views with them, but there is plenty of games with ads on app store. How do they do it?
My implementation should be ok. I did everything as documentation and samples told me. I have my opengl view and ad view as subviews in app window, adview being in front of opengl view and thus covering part of it. Could this be the problem? Is it better to make opengl view smaller to left space for ad so they don't overlap? Do you have any other ideas what could be wrong?
Lope, I've created a gist at this link with a singleton "AdManager" class I wrote to handle iAds using cocos2d. Cocos2d sits on top of OpenGL, of course, and I've found that this code doesn't affect FPS even for relatively complicated games.
You'll have to modify this a bit to work with your application, changing out the cocos2d calls, etc, but this will give you asynchronous loading of iAds, which should help the FPS issue.
To use this class, include its header and call
[[AdManager sharedManager] attachAdToView:self.view];
wherever you need iAds. The ads will remain hidden until an ad loads, at which time they'll pop up at the top of screen. (The class works for iOS 4.0, 4.1 and 4.2).
Also, I should add that I have cocos2d running inside of an overall UIViewController that I call "Cocos2DController". When I attach the ads to a cocos2d view, I'm using
[[AdManager sharedManager] attachAdToView:[[CCDirector sharedDirector] openGLView]];
Best of luck!
We can hit and miss with apple's choices, but go for the sure thing and implement the ads in other parts to be appealing and not intrusive. It will be better for the framerate, and for you.
Try downloading the ads in a seperate, low priority, thread. You can, thus, nsure that the ads loading does not take too much CPU time. With a bit of CPU synchronisation you can make sure you don't try to display the new ad until it is completely ready to display. Sure it will suck some CPU time away from what you are trying to do but set your priorities right and it should only suck time when you are busy doing nothing.
Please excuse the thread necro'ing here, but I've used Stack Overflow a lot to help me through the problems I've had during coding, and thought my experience might be useful to someone in the future.
My simple cocos2d game ran with decent FPS (rarely changed the FPS display at all) until I implemented AdWhirl (integrating AdMob + iAd only). It would then run OK for the first few iterations, but upon upon the 9th or 10th scene refresh (single screen game, time in each scene < 5 seconds on average) the FPS would dive to ~20FPS, and drop again each time the scene refreshed.
Turns out, in my n00biness (this may be particular to me :) ), I was calling the scene from within itself. That is, once the actions had finished, the last action was to call the main scene again (a lazy way of rebuilding the scene for the user to have another go). This init'd the views and view controllers I had inserted to handle the AdWhirl ads all over again, and not only did I have a memory leak, I had 10+ view controllers all trying to request and service ads from AdWhirl. Once I got a clue and took that self-referring loop out, all was good.

iphone MultiTasking?

Hello I'm trying to get the multitasking work properly, but unfortunately I'm kinda lost. My problem is when I re-enter the game, it takes several seconds for the game to come back and show the pause screen. My question is; is there any way to put some sort of loading screen until the game comes back, so I can at least indicate that its not frozen? I've never used Xcode directly. I'm using Unity 3d to build my game. I made a little bit of research and if I'm not mistaken I'm supposed to use "applicationDidEnterBackground" app delegate method. My question is How can I put a custom loading screen using that method in Xcode?
Thanks
In -applicationDidEnterBackground:, you're given the opportunity to "clean up" the UI before the screenshot is taken. Apple says you should remove "sensitive data" (the screenshots might be persisted to "disk"?), but it also lets you do other things. In one app, we hide the label on a countdown timer so it doesn't appear to jump when you switch back to the app.
To change the "loading screen", simply display a full-screen view over the other views and remove it in -applicationWillEnterForeground:. Alternatively, pause the game in the first place!
(Really, you should be pausing the game in -applicationWillResignActive: which happens when the user double-taps home or the user receives a SMS/notification. I'm pretty sure it's called when the app is backgrounded, too.)