So I have finally, after dozens of painstaking hours, accepted that my game, dream:scape, will never run on iPad 1, iPod Touch, or iPhone 3Gs.
It's a kismet/memory thing. It seems that the lesser memory devices can only run a *very* limited amount of kismet coding, which is all I know how to do. The geometry of the level runs fine when I strip out the kismet. I've tried everything--
1) I tried breaking the game into separate chapters, with only a small chunk of kismet in each. The levels crashed during map changes, especially after the second map change, and often (randomly) during the first. I am guessing that map changes cause a build-up of memory usage that eventually kills the app.
2) I tried removing all of the kismet except that used for the menu and basic introductory functions, then bringing in a small chunk of extra kismet as needed via streaming levels. This functioned fine in editor previews but made had no difference on devices-- as soon as the additional kismet is added into the level, it crashes.
SO, I am stuck with a beautiful game that the world is waiting excitedly to play that only runs on the higher-memory-capacity iPhone 4 and iPad 2-- and the question is this:
WILL iTunes allow me to sell an app ONLY for those two devices?
I fear they will not, thus dream:scape is dead, despite the hundreds of thousands of people ready to buy it.
I really do wish there had been some warning from Unreal about the extremely restrictive limits on Kismet on older devices.



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