As I've mentioned before, when I started work on Pachinguys I had no android
device to test on. This led me to use libgdx. The claim libgdx made was that it
can create parallel desktop and android games. And testing the desktop version
often and the android version rarely should be enough. Sounds good right?
Wrong. I've sunk a few months into Pachinguys so far. Testing on the pc and
the android emulator. Both of these worked flawlessly. However, I've recently acquired
a brand spanking new galaxy s3. Naturally I proceeded to test Pachinguys on it.
And then, disaster:
After running the game, the touch screen crashed, the apps manager crash,
the entire machine ran slower and slower until it froze and I had to give the
whole thing a factory reset.
Following this incident I did what any programmer would do. Googled the
problem. However since libgdx is still in development and the community leaves
much to be desired, the web gave me no answers. And so I started breaking apart
my code to find the cause of this catastrophic breakage. However the only code
I've written deals with the internal logic of the game. Nothing device specific
(libgdx was supposed to cover that). And so after a few days, some advice from
other programmers and many attempts to salvage the project. I've decided to
give up on libgdx.
The good news is, now that I have a device to test on I’m no longer limited
to libgdx. I'm now in the process of moving Pachinguys to a more stable engine. This will take
some time naturally. And so updates may be scarcer in the coming weeks. But
work does continue. Pachinguys lives on!