[quote data-userid="428" data-postid="76023"]
Really sorry about bug busting the array in the iphone version imaged above.
I can honestly say it has never happened here. I think it may be down to the fact that you were able to get past the drawbridge.
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It's great that you guys are responding to these issues. I'm an iOS developer myself so I appreciate that you're not in a position to be able to push out updates as quickly as you might like. I actually once wrote the entire code for a Dizzy clone too, but that's not relevant.
The screenshots posted are from last night, when it was quite late and I was playing the game as a way to distract myself while I thought about another problem, so I'm sadly now not completely confident about the sequence of events. I was taking screenshots throughout since digitalspy said that you guys read these forums and I thought they'd be helpful; I'll check them out when I get back to that device to establish a strict sequence of events.
I think the only complete crash I encountered was very shortly after starting play, while doing a jump to the right somewhere in the vicinity of the lion. That kicked me back to the iOS launchpad. I'm not sure exactly where I jumped from and have been unable to recreate the problem. I wasn't jumping to try to get anywhere specifically, I just hadn't yet spotted that you've added acceleration to Dizzy (great move, by the way!) and am used to jumping around a lot as a slightly more interesting way to get from A to B.
I know that iTunes Connect aggregates them automatically but in my experience that can take a while so I'll see whether I can extract a crash report from my iPad manually and will post it if so.
The out-of-bounds array warning was likely the result of attempting to carry on from a corrupted saved game. I forget whether it was from the crash mentioned above or after becoming trapped outside with the princess by walking through the drawbridge. It might be nice to have some sort of validation and potential rollback on saved games? Prince of the Yolkfolk is so short as for the loss not to be dramatic but if you're planning to do Spellbound, Fantastic or Fantasy World then irretrievably losing play partway through is going to be a serious issue.
Device was an iPad 2 running the latest iOS if that helps any. I've also installed it on an iPad 1 (as I said, I develop iOS apps, so I have a lot of redundant devices) and will report if I spot anything odd there.
Additions on edit:
[quote data-userid="1" data-postid="76026"]
Many Thanks Paul for coming to the forum and addressing the issues.
Please so not feel that we are intentionally finding faults with this game.
I hope that you are not offended by comments made about the game on the forum.
Andrew
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Absolutely the same goes for me. I'm a little frustrated because, as I say, this is one of the few titles I was actually excited about this year, but it's mostly all great. I'd probably allow the stars to be switched off and remove at least one tap in picking up an item — and ideally two — but I still expect to play this to conclusion several times and to enjoy it on each occasion. Oh, and the scaled up pixels on the very first Dizzy you see when loading aren't aligned properly, either at the top right of his eye or the bottom left of his body. But how long is that even on screen?
Part of me kind of wishes you'd priced it at £2.99 for nostalgia purposes.