So Back Button - what's going on?

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  • Hey,

    I have the same back button issue that everyone seems to complain about.

    Is there a fix for this on the way?

    I've bought a Win 8 Phone and the XNA exporter specifically for releasing MMF2 games on the app market, so a 'bug' like this one is really annoying.

    • Is there a real, genuine workaround that allows me to publish on WP8?
    • If not, is there a fix on the way any time soon?

    Mobile Game Designer

    Current Project: Fingerfood!
    Platforms: Win Phone / iOS / Android
    Release Date: Q4 2013

  • Just a thing : what I will investigate is the Quit application action that does not work.
    You have to detect manually when the first press on back occurs (or when the user pressed back enough time to come back to the first position), and decide to quit the application your self. I cant do it myself as I do not know at all what you do in your application.
    -> Use the XNA object to detect a press on BACK
    -> When it occurs, simply do a End Application.
    Can you test and tell me if it works?

    Francois
    PM: Please login to see this link.

  • Well basically I have several frames; one for each level and one for each selection from the menu (options, credits, level selection, etc.).

    In every frame except for the menu frame, [Press Windows Key Back] will take you to the previous frame, whereas if you are in the menu frame then it will end the application.

    Right now, the problem is that doing this in any frame will just end the application.

    Mobile Game Designer

    Current Project: Fingerfood!
    Platforms: Win Phone / iOS / Android
    Release Date: Q4 2013

  • Correct. It's the going back to a menu behavior, not quitting, that is more critical.

    Cyberbeard, the timer workaround discussed in the other back button thread worked for me - but it is still touchy.

  • Could it be that the button press is triggering while held down, not when pressed? I know this is the case with a lot of exporter input conditions, where an 'is x button pressed' will act the same as a 'repeat while key is pressed' command as opposed to a 'upon key press' for example.

    So it could be that the button being pressed is causing the app to go back to the main menu or whatever, then it immediately quits because the button is still down, triggering your quit event.

    Take out the 'end application' event in your main menu and test it, if it doesn't quit then this is what's happening. You can code around this by having a check for the button not being pressed before 'activating' the button again:

    -Create a value with default of 1 called 'buttonpress'
    -Create an event 'if button *isn't* pressed' then set 'buttonpress' to 0.
    -Add 'buttonpress' == 0 as a condition on your button press event.

    With this method you can avoid button press events triggering across multiple frames.

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  • I was about to make the same suggestion : maybe the back button down condition of the first frame is triggered when you come back from a later frame.
    The value cole is talking about should be global of course.

    Francois
    PM: Please login to see this link.

  • This solution worked wonderfully well when I made sure to set the global 'buttonpress' value to 1 at the 'Start of each Frame'.

    Thank you both. :)

    Mobile Game Designer

    Current Project: Fingerfood!
    Platforms: Win Phone / iOS / Android
    Release Date: Q4 2013

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