Android: level menu crashes
Posted: Wed May 04, 2016 1:26 am
I installed the Android RC2 version on my ZTE Axon running Android 5.1.1.
Opening the "Just for testing..." level set, I click on the level number. This brings up the menu of level names, but it only displays for an instant before "Unfortunately, Rocks 'n' Diamonds has stopped."
(It takes ~10 seconds to compute the menu. Even on desktop it takes what feels like a long time -- only ~1.5 seconds of realtime, but that feels like a long time to do a small task... Next time is fast on desktop, perhaps the delay is in opening 100 files? Well, `cat * >/dev/null` takes ~700ms 1st time, ~5ms second, so that's probably a big part of it...)
Device might need to have the developer option "show all ANRs" turned on to show the "stopped" dialog. Otherwise it flashes the menu for a second, then exits with no commentary.
Interestingly, levelset "Aeglos (test 1)", which has 100 levels, doesn't crash.
Some other various observations -- these should probably be separate threads -- suggest you either create threads for whichever you want to reply to, or reply here telling me which ones you'd like forked...
- both sets of touch controls seem hard to learn + hard to use (BUT I don't play games on Android, maybe they are natural to long-time users)
- audio test level: MP3 and MOD play, MIDI is silent
- several places in the UI, I expected a touch-anywhere to go on to the next thing, but nothing happened. e.g. after dying (I think -- I'd have to go back and take detailed notes)
- player name "U0_A116" (%d according to app install order) is unlikely ever to be the player's desired name. Suggest, on Android, initially smashing this to e.g. "Player"...
- game startup is uncomfortably slow with just the default set of levels installed -- every startup. It looks like it would take half an hour with every possible levelset installed. Desktop does some sort of caching, is this not yet working on Android?
Opening the "Just for testing..." level set, I click on the level number. This brings up the menu of level names, but it only displays for an instant before "Unfortunately, Rocks 'n' Diamonds has stopped."
(It takes ~10 seconds to compute the menu. Even on desktop it takes what feels like a long time -- only ~1.5 seconds of realtime, but that feels like a long time to do a small task... Next time is fast on desktop, perhaps the delay is in opening 100 files? Well, `cat * >/dev/null` takes ~700ms 1st time, ~5ms second, so that's probably a big part of it...)
Device might need to have the developer option "show all ANRs" turned on to show the "stopped" dialog. Otherwise it flashes the menu for a second, then exits with no commentary.
Interestingly, levelset "Aeglos (test 1)", which has 100 levels, doesn't crash.
Some other various observations -- these should probably be separate threads -- suggest you either create threads for whichever you want to reply to, or reply here telling me which ones you'd like forked...
- both sets of touch controls seem hard to learn + hard to use (BUT I don't play games on Android, maybe they are natural to long-time users)
- audio test level: MP3 and MOD play, MIDI is silent
- several places in the UI, I expected a touch-anywhere to go on to the next thing, but nothing happened. e.g. after dying (I think -- I'd have to go back and take detailed notes)
- player name "U0_A116" (%d according to app install order) is unlikely ever to be the player's desired name. Suggest, on Android, initially smashing this to e.g. "Player"...
- game startup is uncomfortably slow with just the default set of levels installed -- every startup. It looks like it would take half an hour with every possible levelset installed. Desktop does some sort of caching, is this not yet working on Android?