Thanks guys!
Actually I do get a lot of force closes. In fact I had to turn off the email reporting ages ago, since I started getting just too much, cluttering my inbox… :-\
This is actually the thing that bugs me most with Android: there are just sooo many different devices, and although they should in theory support the same things, they don’t. Even with HTC Hero, which I have, I haven’t experienced a single issue or crash, apart from bugs while developing. Yet dozens of Hero users experience freezes and what not. Many people even have to reinstall the game continuously, as they claim it has locked up and cannot be played until reinstall… :-X
I cannot even trust the standard Android alert dialogs! Many people report that the game freezes on the start where I use an alert dialog to ask which playmode to use. Sheesh! >:(
ahem Sorry, had to vent it off a bit… I just use the standard SoundPool for sounds, I haven’t had any issues. (Except on some phones the system fails to load libsound.so or something, crashing the game… :P)
I also have problems with resources, sometimes the bitmap loading just returns null. Nothing you can do about it, AFAIK.
I have sort of given up, the platform is so fragmented it’s practically impossible to make non-trivial games that work consistently. Of course, Jewels is my first Android-game, and it’s ported from XNA, so it possible I have screwed something up. I’ll try to do better on my next game, but I guess it will have a fair share of problems too. My advice: fix the things you can, don’t bother with things that seem completely random on random phones… :persecutioncomplex:
I guess part of that fragmentation is because people are using all kinds of rooted hacks and custom firmwares, it really removes the possibility of creating robust stuff that works consistently across all models. Which is kinda sad. I’m planning to spread over to iPhone at some point, there are only a couple of devices to support: much better!