I'm happy to say that, after sticking to what you guys told me about CPU / Memory management on the handheld device, my project runs smoothly on my testing device.
Now I'm ready to continue.
I still have a ton of questions left though and I thought it'd be too messy to squeeze them into other topics and they might get more frequently asked as more users consider the
App Store. So here they are, sorted and listed:
1
Are there events / functions that tell me about interruptions from the OS?
For instance, if the player gets a call, a text message or pushes the home/sleep/wake button, would it be possible to squeeze in a pause function?
Sometimes, apps receive a memory warning and react accordingly. Is there a way of tuning into this?
(e.g. in Objective-C: applicationWillTerminate, applicationDidEnterBackground, applicationWillResignActive etc.)
2
For Retina support I have to change my resolution to 960x640 (landscape). What if I don't need retina support but still want my app to run full screen on retina displays?
If I don't want my app to end up in the bottom right corner of the screen, do I necessarily need to scale everything up? That would be quite messy when you design your
levels drawing with tiles.
3
Where is saved content stored (saveVars or custom file types)?
Also, it would be quite handy if geplayer could access its "documents" folder and have iTunes file exchange supported.
That way, one could add additional content without updating the app.
4
How exactly are apps updated?
Let's say my first game was nice and people played it, but it had a bug that I just fixed and submitted an update.
When people launch the update, will it behave like a first launch? Because that would be fatal, since all their progress would be lost.
Result: Rage towards the developer...
Which files in which directories are kept so that I know where to put all the save files?
Thanks. I'm sure I have more, but these will be enough to chew on, I guess.