Game Development Reference
In-Depth Information
Tip If, while developing, you notice that the number of skipped frames contin-
ues to go up and over 300 frames, you should consider launching with an empty
scene before you transition from that initial scene to the previous launch scene.
You should design that empty scene as your loading scene or splash screen,
where you preload any assets—specifically textures (take relatively long to
load) and preferably asynchronously (so as to not block the main thread).
At this point, you should see the Android device's screen turn black at first, until it begins
to show the MainScene.ccb contents. Want proof that this really works? Take a look at
Figure 13-14 .
Figure 13-14 . Whoa! SpriteBuilder app written in Objective-C running on an Android device—just like that!
Troubleshooting
If you encounter any issues regarding this simple test, the setup of your Android device,
getting the device connected, getting Xcode to list the device, having transfers work, and
so on, you should search your issue and, if necessary, ask about it in the “Android” section
of the SpriteBuilder forum: http://forum.spritebuilder.com/category/
android .
Before you do so, consider doing the following:
Be patient. Transferring and launching an Android app may seem to hang
with no updates posted to the log for quite a while. The full Bouncy Beast
project takes about 90 seconds to transfer, most of it without any log activity.
When it launches, it can take another 10 to 30 seconds of inactivity. This is
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