OK, let's start the morning off in here! First topic at 6:30AM, bug reports
lr100 wrote:Just downloaded the update. Much appreciated in terms of the doors on the minimap and the double tap to move around. I see two things that need to be improved:
1) It registers double taps too easily. I will be single tapping in a direction and all of a sudden my guy will take off running. Is there a way to make it so that the double tap requires faster tapping than just two taps fairly close together? This has caused me quite a few mistakes.
2) In the system preferences it shows the name but its not editable there. Should be editable there as well. Kind of confusing when you see it and click on it but nothing happens.
Overall so far, its a great update.
1) Double tap is fairly sensitive! You can however cancel a move in progress by tapping once anywhere on the screen if you accidentally trigger it. We'll take a look at that sensitivity too.
2) The system preferences name was intended to just be a reminder. I had thought that once people got things set up the way they liked there would be no real need to return to the settings app (since it remembers the last name at the game start screen). Editing that in prefs in not out of the question, just not sure if there's a big call for it. We'll see if anyone else chimes in
Glad you like it so far!
lr100 wrote:
Also another thing related to #2. When you do enter a new game, your name shows up in grey text. It not obvious that if you just hit return it will use that name. Rather than setting the name as the background text for the control it should be the foreground text. Background text would be something like "Enter your name".
The iPhone entry box uses the grey text to show the "default" entry if you want to press the OK button and accept it. We could pre-fill the text in which would make it dark black, but then you'd still need to press OK. The downside of that would be that you'd have to use the delete key to backspace the name out of there if you want to try another one (such as a secret name, or like the kids here all taking turns playing on one iPhone!
)
lr100 wrote:
Related to #1 above. Maybe make it a triple tap instead of double if you can't adjust the timing?
Triple tap is a possibility too! I had actually thought about that when initially playtesting, but then I got the hang of double tapping. We won't change it immediately, but see how everyone adjusts to it first. If double-tap is still very problematic for some of you after the first week we'll take a poll on changing to triple tap.
gaerisl wrote:reporting solution to unknown bug that causes rogue touch to crash upon start. (in case anyone has the same problem)
problem: crash upon start. splash screen loads, however, does not make it to menu. application closes.
how it started: updated, changed settings (all options on). started new game with non-default name, walked around, killed monsters, wore 2 sets of armor, then pressed home screen to quit game. upon restart, game always crashes.
other information: jailbroken iphone 3g. software 2.2.1, older baseband preserved. plenty of memory (as indicated by sbsettings. crashes with 30+ megs of memory free. i watched it while it was loading. available memory would drop about 3 to 5 megs, and then crash. memory would then be freed again by the same amount.)
things that did not work:
tapping randomly on the screen while splash screen was showing and menu was supposedly loading.
hard and soft restart.
changing settings to default. changing settings to all off.
pressing/holding the home key during startup (does not stop the loading or exit. and 'backgrounder' does not enable backgrounding for application.)
Solution:
sync rogue touch ver 1.1 with pc.
delete rogue touch on ihpone.
resync to re-install rogue touch.
So far, no problems getting to the menu. will report back if this happens again or i have more info.
Gaerisl- yours is only one of two instances we have heard of where the game dies like that (I am unsure if the other case was jailbroken, but I cannot duplicate it myself). I know roughly what is causing it- a corrupted save file from the previous close of Rogue Touch. As the game is opened up it looks for a saved game and if found loads it up during the start of the music at the title screen.
3 to 5 MB usage sounds correct for us to initialize and load a saved game into RAM. Are you very technically oriented? There might be a way for you to supply me with that crash log. Send me a PM whenever you get back to the forums!
Ihateants wrote:In 10 minutes play this morning I had two descents to a new level crash on me. Both times without saving the start of the new level. This is with the new version of Rogue Touch.
Descending to a new level has caused hiccups for a few people. I really wanted to put a lot of new stuff into version 1.2 but we might have to issue another quick update instead to address these details first!