My game plays fine with in the editor and the mobile emulator. It exports with no errors to my device. The problem is after the UDK logo sequence my game just closes out. As far as I know everything seems to be in order with my DefaultGame.ini and DefaultEngine.ini files. What am I doing wrong? I know I am missing something but I cant figure out what.
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Problem Running Game On Ipod Touch 4G
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Your going to have to post wither your code, your ini files or what you suspect what you think is wrong. At this moment, everyone can only give suggestions, or guesses. If you try and tincker with it for a bit you might be able to uncover a bit of your problem.
Sounds like you have a problem running your game, not launching it. So check you Gamefile, and check your Kismet to make sure there is no arguing going on between them. Otherwise im not sure, sorry.
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Any suggestions or guesses would be helpful. It would give me ideas of what to look at. If you have an idea then please suggest it. At the moment I am not sure what to look for and I am guessing as well. I need help diagnosing the problem. Not sure if it matters but I am still using the December release.
Comment
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Your going to have to post wither your code, your ini files or what you suspect what you think is wrong. At this moment, everyone can only give suggestions, or guesses. If you try and tincker with it for a bit you might be able to uncover a bit of your problem.
Sounds like you have a problem running your game, not launching it. So check you Gamefile, and check your Kismet to make sure there is no arguing going on between them. Otherwise im not sure, sorry.
Comment
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Alright. Here is my DefaulEngine.ini and DefaultGame.ini. This is what I suspect is the problem but I am not sure.
DefaultEngine
[Configuration]
BasedOn=..\Engine\Config\BaseEngine.ini
[URL]
MapExt=mobile
EXEName=MobileGame.exe
DebugEXEName=DEBUG-MobileGame.exe
GameName=Mobile Game
GameNameShort=MG
Map=PersistentLevel.mobile
LocalMap=PersistentLevel.mobile
TransitionMap=PersistentLevel.mobile
[Core.System]
+Paths=..\..\MobileGame\Content
+Paths=..\..\MobileGame\__Trashcan
+LocalizationPaths=..\..\MobileGame\Localization
+Suppress=DevScript
+Suppress=DevAnim
-Suppress=Init
+Extensions=mobile
SeekFreePCPaths=..\..\MobileGame\CookedPC
SeekFreePCExtensions=xxx
SavePath=..\..\MobileGame\Save
bDisablePromptToRebuildScripts=TRUE
[UnrealEd.EditorEngine]
EditPackagesOutPath=..\..\MobileGame\Script
FRScriptOutputPath=..\..\MobileGame\ScriptFinalRel ease
-EditPackages=OnlineSubsystemLive
-EditPackages=OnlineSubsystemSteamworks
-EditPackages=OnlineSubsystemGameSpy
+EditPackages=OnlineSubsystemGameCenter
+EditPackages=UDKBase
+EditPackages=MobileGame
+EditPackages=Sky
AutoSaveDir=..\..\MobileGame\Autosaves
InEditorGameURLOptions=
[Engine.Engine]
bEnableColorClear=TRUE
DefaultOnlineSubsystemName=OnlineSubsystemPC.Onlin eSubsystemPC
ConsoleClassName=Engine.Console
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
; Frame rate is clamped to ~30 for optimal performance with Epic Citadel
bSmoothFrameRate=TRUE
MinSmoothedFrameRate=20
MaxSmoothedFrameRate=35
; Texture streaming is not supported on mobile yet. We disable it game-wide so PC behaves consistently.
bUseTextureStreaming=False
; Turns off gamma correction when rendering with D3D, as well as other changes for mobile development
bEmulateMobileRendering=TRUE
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=TRUE
bFullyCompressStartupPackages=FALSE
-Package=EngineSounds
-Package=EngineBuildings
+Package=MobileGame
-Package=EngineDebugMaterials
+Package=PlatformPackage
+Package=SkyMenu
[Engine.DataStoreClient]
!GlobalDataStoreClasses=ClearArray
!PlayerDataStoreClassNames=ClearArray
[SystemSettings]
ResX=960
ResY=640
; Turn off dynamic shadows for MobileGame. When enabled, this will draw planar shadows for objects
; on mobile, which may be desirable for certain types of games.
DynamicShadows=False
; Set system settings on PC to more closely match mobile
DirectionalLightmaps=False
DynamicLights=False
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
SHSecondaryLighting=False
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
UseHighQualityBloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=TRUE
MaxAnisotropy=2
bAllowBetterModulatedShadows=FALSE
;FloatingPointRenderTargets=FALSE
;DynamicDecals=False
;UnbatchedDecals=False
[Windows.StandardUser]
MyDocumentsSubDirName=UnrealEngine3
[MobileSupport]
bShouldCachePVRTCTextures=True
bShouldFlattenMaterials=True
[TextureStreaming]
AllowStreamingLightmaps=False
[ConfigCoalesceFilter]
FilterOut=OnlineSubsystemGameSpy.int
[FullScreenMovie]
;Startup is already playing, so just add a looping movie to the end
;+StartupMovies=Loading
;Allow for skipping the Startup movie after engine has loaded
+SkippableMovies=Startup
+LoadMapMovies=Loading
bShouldStopMovieAtEndOfLoadMap=TRUE
DefaultSplashTime=4.0
SplashTime_CastleLoad=20.0
DefualtGame
[Configuration]
BasedOn=..\Engine\Config\BaseGame.ini
[Engine.GameInfo]
DefaultGame=Sky.SkyGame
DefaultServerGame=Sky.SkyGame
DefaultGameType="Sky.SkyGame"
[DefaultPlayer]
Name=Player
team=255
[GameFramework.MobilePlayerInput]
MobileDoubleTapTime=0.33
MobileTapRepeatTime=0.1
MobileMinHoldForTap=0.5
ZoneTimeout=2.0
; Enable mobile-style touch control emulation in PC builds
bFakeMobileTouches=True
[GameFramework.MobileHud]
bShowMotionDebug=false
[MobileGame.MobileGame]
+RequiredMobileInputConfigs=(GroupName="UberGroup" ,RequireZoneNames=("UberStickMoveZone","UberStickL ookZone","UberLookZone"))
+RequiredMobileInputconfigs=(GroupName="InitialFly byGroup")
[MobileGame.CastleGame]
+RequiredMobileInputConfigs=(GroupName="UberGroup" ,RequireZoneNames=("MenuSlider","UberStickMoveZone ","UberStickLookZone","UberLookZone"))
+RequiredMobileInputConfigs=(bIsAttractModeGroup=t rue,GroupName="AttractGroup",RequireZoneNames=("Me nuSlider","ExitAttractModeZone"))
+RequiredMobileInputconfigs=(GroupName="InitialFly byGroup")
+RequiredMobileInputConfigs=(GroupName="TapTutoria lGroup",RequireZoneNames=("MenuSlider","TapTutoria lZone"))
+RequiredMobileInputConfigs=(GroupName="SwipeTutor ialGroup",RequireZoneNames=("MenuSlider","SwipeTut orialZone"))
bAllowAttractMode=true
[MobileGame.MobilePawn]
CastlePawnSpeed=440
CastlePawnAccel=2048
[MobileGame.MobilePC]
ServerCommandline="EpicCitadel?listen"
RotationSmoothingFactor=5.0
bSmoothRotation=false
bSuppressSplash=false
DefaultInputGroup=1
[MenuSlider MobileInputZone]
Type=ZoneType_Slider
X=0.5
bRelativeX=true
bCenterX=true
Y=0
bRelativeSizeX=true
bRelativeSizeY=true
SizeX=0.165625
SizeY=1.0
ActiveSizeX=0.165625
ActiveSizeY=0.4
bActiveSizeYFromX=true
SlideType=ZoneSlide_UpDown
RenderColor=(R=255,G=255,B=255,A=255)
InactiveAlpha=1.0
bUseGentleTransitions=true
ActivateTime=0.0
DeactivateTime=0.33
TapDistanceConstraint=32
[ExitAttractModeZone MobileInputZone]
Type=ZoneType_Button
bRelativeX=true
bRelativeY=true
X=0
Y=0
bRelativeSizeX=true
bRelativeSizeY=true
SizeX=1.0
SizeY=1.0
bIsInvisible=true
TapDistanceConstraint=32
// this special zone will be programmatically added when not using FinalRelease script compilation
[DebugZone MobileInputZone]
InputKey=MOBILE_ShowDebugMenu
Type=ZoneType_Button
bRelativeX=true
bRelativeY=true
X=-0.062
Y=-0.5
bRelativeSizeX=true
bRelativeSizeY=true
SizeX=0.0625
SizeY=0.0938
Caption=*
RenderColor=(R=0,G=128,B=255,A=255)
InactiveAlpha=0.8
[UberLookZone MobileInputZone]
InputKey=MouseY
HorizontalInputKey=MouseX
TapInputKey=MOBILE_Fire
Type=ZoneType_Trackball
bRelativeSizeX=true
bRelativeSizeY=true
X=0
Y=0
SizeX=1.0
SizeY=1.0
VertMultiplier=-0.0007
HorizMultiplier=0.001
Acceleration=12.0
Smoothing=1.0
EscapeVelocityStrength=0.85
bIsInvisible=1
TapDistanceConstraint=32
[TapTutorialZone MobileInputZone]
InputKey=
HorizontalInputKey=
Type=ZoneType_Trackball
bRelativeSizeX=true
bRelativeSizeY=true
X=0
Y=0
SizeX=1.0
SizeY=1.0
bIsInvisible=1
TapDistanceConstraint=32
[SwipeTutorialZone MobileInputZone]
InputKey=MouseY
HorizontalInputKey=MouseX
Type=ZoneType_Trackball
bRelativeSizeX=true
bRelativeSizeY=true
X=0
Y=0
SizeX=1.0
SizeY=1.0
VertMultiplier=-0.0007
HorizMultiplier=0.001
Acceleration=12.0
Smoothing=1.0
EscapeVelocityStrength=0.85
bIsInvisible=1
TapDistanceConstraint=32
[UberStickMoveZone MobileInputZone]
InputKey=MOBILE_AForward
HorizontalInputKey=MOBILE_AStrafe
Type=ZoneType_Joystick
bRelativeX=true
bRelativeY=true
bRelativeSizeX=true
bRelativeSizeY=true
X=0.05
Y=-0.4
SizeX=0.1965
SizeY=1.0
bSizeYFromSizeX=true
VertMultiplier=-1.0
HorizMultiplier=1.0
bScalePawnMovement=true
RenderColor=(R=255,G=255,B=255,A=255)
InactiveAlpha=0.25
bUseGentleTransitions=true
ResetCenterAfterInactivityTime=3.0
ActivateTime=0.6
DeactivateTime=0.2
TapDistanceConstraint=5
[UberStickLookZone MobileInputZone]
InputKey=MOBILE_ALookUp
HorizontalInputKey=MOBILE_ATurn
Type=ZoneType_Joystick
bRelativeX=true
bRelativeY=true
bRelativeSizeX=true
bRelativeSizeY=true
VertMultiplier=-0.5
HorizMultiplier=0.35
X=-0.2465
Y=-0.4
SizeX=0.1965
SizeY=1.0
bSizeYFromSizeX=true
RenderColor=(R=255,G=255,B=255,A=255)
InactiveAlpha=0.25
bUseGentleTransitions=true
ResetCenterAfterInactivityTime=3.0
ActivateTime=0.6
DeactivateTime=0.2
TapDistanceConstraint=5
Comment
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How do I fix that? My game is very basic. It should not be taking up much memory. My Frontend log says it transferred 159628kb by the end of the cycle. Am I looking at the correct memory transferred? Here is my Frontend log below. I also noticed that my PersistentLevel.mobile seems to be cooking but I dont see it listed in "Compressing files into IPA".
Unreal Frontend 2 started 3/22/2011 1:36:52 PM...
[COMMANDLET 'UDKMobile.exe make' STARTED IN ''] Mar 22, 1:36 PM
Init: Version: 7637
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 11 2010 10:05:25
Init: Command line:
Init: Base directory: C:\UDK\UDK-2010-12\Binaries\Win32\
Init: Character set: Unicode
Log: Executing Class UnrealEd.MakeCommandlet
No scripts need recompiling.
Success - 0 error(s), 0 warning(s)
Execution of commandlet took: 0.11 seconds
[Mar 22, 1:36 PM] COMMANDLET 'UDKMobile.exe make' SUCCEEDED
[COMMANDLET 'UDKMobile.exe CookPackages -platform=IPhone PersistentLevel.mobile MenuLevel.mobile SkyMap01.mobile SkyMap02.mobile SkyMap03.mobile SkyMap04.mobile SkyMap05.mobile SkyMap06.mobile SkyMap07.mobile SkyMap08.mobile SkyMap09.mobile SkyMap10.mobile SkyMap11.mobile SkyMap12.mobile -multilanguagecook=INT' STARTED IN ''] Mar 22, 1:36 PM
Init: Version: 7637
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 11 2010 10:05:25
Init: Command line: -platform=IPhone PersistentLevel.mobile MenuLevel.mobile SkyMap01.mobile SkyMap02.mobile SkyMap03.mobile SkyMap04.mobile SkyMap05.mobile SkyMap06.mobile SkyMap07.mobile SkyMap08.mobile SkyMap09.mobile SkyMap10.mobile SkyMap11.mobile SkyMap12.mobile -multilanguagecook=INT
Init: Base directory: C:\UDK\UDK-2010-12\Binaries\Win32\
Init: Character set: Unicode
Log: Executing Class UnrealEd.CookPackagesCommandlet
Cooking with SEPARATE Lighting TextureFileCache...
Cooking with SEPARATE Character TextureFileCache...
Ignoring multithreaded flag because of incompatible options...
GeneratePersistentMapList> Clearing existing lists
There are 14 levels to process
Adding level ..\..\MobileGame\Content\Sky\PersistentLevel.mobil e for cooking...
Adding level ..\..\MobileGame\Content\Sky\MenuLevel.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap01.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap02.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap03.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap04.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap05.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap06.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap07.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap08.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap09.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap10.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap11.mobile for cooking...
Adding level ..\..\MobileGame\Content\Sky\SkyMap12.mobile for cooking...
Materials will be cleaned up...
StaticMesh materials will be cleaned up...
StaticMesh CleanUp: Adding Class : Engine.ActorFactory
StaticMesh CleanUp: Adding Class : Engine.SequenceObject
Success - 0 error(s), 0 warning(s)
Execution of commandlet took: 8.33 seconds
[Mar 22, 1:37 PM] COMMANDLET 'UDKMobile.exe CookPackages -platform=IPhone PersistentLevel.mobile MenuLevel.mobile SkyMap01.mobile SkyMap02.mobile SkyMap03.mobile SkyMap04.mobile SkyMap05.mobile SkyMap06.mobile SkyMap07.mobile SkyMap08.mobile SkyMap09.mobile SkyMap10.mobile SkyMap11.mobile SkyMap12.mobile -multilanguagecook=INT' SUCCEEDED
[Writing game commandline [PersistentLevel.mobile -norc -Exec=UnrealFrontend_TmpExec.txt] to '..\MobileGame\CookedIPhone\UE3CommandLine.txt'] Mar 22, 1:37 PM
[COMMANDLET 'iPhonePackager.exe RepackageIPA MobileGame Release -interactive -compress=none -sign' STARTED IN 'C:\UDK\UDK-2010-12\Binaries\IPhone'] Mar 22, 1:37 PM
Executing iPhonePackager RepackageIPA MobileGame Release -interactive -compress=none -sign
Cleaning temporary files from PC ...
... cleaning: ..\..\Development\Intermediate\IPhoneDevice-Deploy\Release\MobileGameRelease\MobileGame
Loaded stub IPA from 'C:\UDK\UDK-2010-12\Binaries\IPhone\Release-iphoneos\MobileGame\MobileGame.stub' ...
Using mobile provision 'Above The Clouds Profile' to code sign
... Writing updated embedded.mobileprovision
... Found matching certificate 'iPhone Developer: Nicholas Ulring (Censored)'
Found CFBundleVersion string '7301.51' and updated it to '7301.85'
... 'C:\UDK\UDK-2010-12\MobileGame\Build\IPhone\Resources\Graphics\*.pn g' -> '<PAYLOADDIR>'
... 'C:\UDK\UDK-2010-12\MobileGame\Build\IPhone\iTunesArtwork' -> '..\..\Development\Intermediate\IPhoneDevice-Deploy\Release\MobileGameRelease\MobileGame'
... 'C:\UDK\UDK-2010-12\MobileGame\Build\IPhone\Resources\Music\*.mp3' -> '<PAYLOADDIR>'
... 'C:\UDK\UDK-2010-12\MobileGame\Build\IPhone\Resources\Movies\*.*' -> '<PAYLOADDIR>'
... '..\..\Engine\Stats' -> '<PAYLOADDIR>\Engine\Stats'
... 'C:\UDK\UDK-2010-12\MobileGame\IPhoneTOC.txt' -> '<PAYLOADDIR>'
... 'C:\UDK\UDK-2010-12\MobileGame\Build\IPhone\Resources\Settings\Sett ings.bundle' -> '<PAYLOADDIR>\Settings.bundle'
... 'C:\UDK\UDK-2010-12\MobileGame\CookedIPhone\*.*' -> '<PAYLOADDIR>\CookedIPhone'
... 'C:\UDK\UDK-2010-12\MobileGame\CookedIPhone\Shaders' -> '<PAYLOADDIR>\CookedIPhone\Shaders'
... 'C:\UDK\UDK-2010-12\MobileGame\CookedIPhone\..\..\Engine\Shaders\ES 2\*.*' -> '<PAYLOADDIR>\Shaders'
Saving IPA ...
... Writing updated Info.plist
Opening source executable...
... Initial signature step
... Computing hashes
... Final signature step
Saving signed executable...
Compressing files into IPA. Only large files will be listed next, but other files are also being packaged.
... Packaging 'Payload/MobileGame.app/Loading.m4v'
... Packaging 'Payload/MobileGame.app/Startup.m4v'
... Packaging 'Payload/MobileGame.app/CookedIPhone/Engine.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/MenuLevel.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap01.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap02.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap03.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap04.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap05.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap06.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap07.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap08.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap09.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap10.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap11.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/SkyMap12.xxx'
... Packaging 'Payload/MobileGame.app/CookedIPhone/Startup.xxx'
Finished repackaging into IPA, written to 'C:\UDK\UDK-2010-12\Binaries\IPhone\Release-iphoneos\MobileGame\MobileGame.ipa' (took 21.97 s)
[Mar 22, 1:37 PM] COMMANDLET 'iPhonePackager.exe RepackageIPA MobileGame Release -interactive -compress=none -sign' SUCCEEDED
[COMMANDLET 'iPhonePackager.exe deploy MobileGame Release' STARTED IN 'C:\UDK\UDK-2010-12\Binaries\IPhone'] Mar 22, 1:37 PM
Executing iPhonePackager deploy MobileGame Release
Trying to connect to mobile device running iOS ...
Mobile Device 'Nick's iTouch' connected
Transferring IPA to device 'Nick's iTouch' ...
... Transferred 8192 KB of 159628 KB
... Transferred 14336 KB of 159628 KB
... Transferred 20480 KB of 159628 KB
... Transferred 26624 KB of 159628 KB
... Transferred 33792 KB of 159628 KB
... Transferred 39936 KB of 159628 KB
... Transferred 46080 KB of 159628 KB
... Transferred 52224 KB of 159628 KB
... Transferred 59392 KB of 159628 KB
... Transferred 65536 KB of 159628 KB
... Transferred 71680 KB of 159628 KB
... Transferred 77824 KB of 159628 KB
... Transferred 84992 KB of 159628 KB
... Transferred 91136 KB of 159628 KB
... Transferred 97280 KB of 159628 KB
... Transferred 103424 KB of 159628 KB
... Transferred 110592 KB of 159628 KB
... Transferred 116736 KB of 159628 KB
... Transferred 122880 KB of 159628 KB
... Transferred 129024 KB of 159628 KB
... Transferred 135168 KB of 159628 KB
... Transferred 142336 KB of 159628 KB
... Transferred 148480 KB of 159628 KB
... Transferred 154624 KB of 159628 KB
... Finished copying to '/PublicStaging/MobileGame.ipa' in 10.02 s
Installing IPA on device 'Nick's iTouch' ...
... Install is 0% complete at phase 'TakingInstallLock'
... Install is 5% complete at phase 'CreatingStagingDirectory'
... Install is 15% complete at phase 'ExtractingPackage'
... Install is 20% complete at phase 'InspectingPackage'
... Install is 30% complete at phase 'PreflightingApplication'
... Install is 40% complete at phase 'VerifyingApplication'
... Install is 40% complete at phase 'InstallingEmbeddedProfile'
... Install is 50% complete at phase 'CreatingContainer'
... Install is 60% complete at phase 'InstallingApplication'
... Install is 70% complete at phase 'PostflightingApplication'
... Install is 80% complete at phase 'SandboxingApplication'
... Install is 90% complete at phase 'GeneratingApplicationMap'
Install \ Update of "MobileGame.ipa" finished in 24.38 seconds
[Mar 22, 1:38 PM] COMMANDLET 'iPhonePackager.exe deploy MobileGame Release' SUCCEEDED
[Mar 22, 1:38 PM] ALL PIPELINE STEPS COMPLETED SUCCESSFULLY.
Comment
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I tried deploying one level and I still ended up with the same problem. All 12 levels should not be loading at the same time though. I have set up in kismet "prepare map change" and "commit map change" sequences when you trigger the end of the level. I have 14 materials that are reference to 1024 by 1024 textures. I also have "Flattened" materials that are 512 by 512 that were automatically set up when I saved my package. I noticed that the "Mobile Base Texture" in the properties window of the material editor is reference to the "Flattened" material. So as far as I know it should be using the 512 image and not the 1024.
Comment
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I was reading some documentation and apparently .wav files take a good chunk of memory. I am using two wave music files as a "SoundCue" in my levels. One for the menu screen and the other for game play. First wave file I imported is 33.9mb and the second is 47.6mb. The original mp3 files are 7.82mb and 10.8mb. How do I play mp3 files when you can only import wave files in the content browser? There is a kismet action called "Play Music Track" and I see "MP3Filename" with in the properties menu. How do I reference it to my mp3 files?
Comment
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Never mind about the question above. I figured out how to play the mp3 files. Once I removed the wave files my game seems to be working now but I am having more issues. My menu level is not showing my buttons that I imported and applied with kismet. It is just an empty screen with a background. My buttons work fine when I preview it with the editor. What is going on now?
Comment
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Have you tried shutting off your iPad completely and making sure all your other apps are closed down? Like Dennis said, the memory limit is most likely the issue.
I also had an issue where the Epic intro movie would flash up then go black, and it had to do with multiple versions of the game being loaded on my iPad at one time. To resolve that issue, I had to delete all the versions of Warm Gun off my iPad and re-install the newest.
Also - porting 12 levels won't make a difference for your current problem - the issue is with whatever the first level is that you're loading on the iPad.
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