Definitely unexpected. If there are a lot of those happening from something related to Binders, I bet the problem has to do with grabbing the SensorManager (not much else in the entire Android platform subclasses Binder). I wonder if the problem goes away if you uncheck “Tilt Camera” in the Options menu.
In fact the freezing problem does sound exactly like what used to happen in the emulator before they fixed the SensorManager in the emulator. It would hang whenever the SensorManager was requested from the System Manager. Thank you so much for your input. I really appreciate it.
It’s a valid complaint! I’ve been playing this game non-stop for 3 months now so I think I’m probably a poor judge of the game-play mechanics by now. As other comments on my game and Stroids (that uses a similar targeting mechanism) indicate, some people just don’t like to press where they want to shoot. I’m going to add a traditional aiming widget in the next update.
I notice that the way I aim, I don’t put my finger over targets anymore - I’m constantly maneuvering such that the enemy is actually between my robot and the targeting reticle. That way my finger isn’t blocking the thing I’m trying to destroy. There’s probably a good way to communicate that tactic to the user that I’m not doing right now.
EDIT: I didn’t address them earlier but the “Error obtaining an audio buffer” seems to happen when the SoundPool is starved of available channels. Those will happen during the course of the game since there will occasionally be situations where more sounds are trying to play than I have allocated channels for - I did that on purpose to prevent SoundPool from swallowing too much CPU time.