Game Development Reference
In-Depth Information
But there is always a chance that you run into a bug that you suspect may not be your
fault.
In that case, it's best to verify the problem in isolation. This means creating a new
SpriteBuilder project as you did earlier, and then trying to see if the same setup of nodes
causes the same issue. If it does, you can zip up that project and submit it on the forum or
in a github issue report. This will be tremendously helpful for the SpriteBuilder and Co-
cos2D developers in their efforts to provide you with a fix or workaround.
On the other hand, if you can't reproduce the issue in isolation, it's more likely that the
problem is specific to your app, its code, settings, and resources. You should take another
approach in that case: Make a copy of your project. (Close SpriteBuilder and Xcode be-
fore you do so.) Then edit the project by removing any unrelated parts, CCBs, and code.
You either get to a relatively minimal app that produces the problem, which you can sub-
mit as a testable example, or you'll find the problem goes away after removing or dis-
abling a specific part of the project. That would be a clear indicator that the problem is
within that area, the piece of code, or the CCB file that you last removed. You should then
add that part back into your project to see if the problem surfaces again. You can now fo-
cus on a specific aspect of your project and narrow down your search by repeating the
process of removing/disabling parts of the project.
In any case, help is just one SpriteBuilder forum post away.
When to Port to Android
The best times to port a project to Android is either right from the beginning or after your
app is published to the iOS App Store and becomes successful enough to warrant the ef-
fort to create an Android port. It makes little sense to change course midway through a
project.
Porting After Publishing on iOS
This approach is what I recommend to anyone new to Android development because it in-
creases your chances of successfully publishing the project on one platform—a challen-
ging task in itself. So many interesting games don't get published at all because deve-
lopers lose interest or run into a blocking issue and give up. Having to worry about a
second platform while tackling your first few projects has to be considered harmful. It in-
creases your workload and deters you from the goal of publishing an app in the first place.
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