Posts by elPatrixF

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    yeah, fair enough on the price.

    the analog events are these two:
    Please login to see this attachment.
    they move the Actives according to the analog data.
    my mfa also accounts for L2 and R2 analog.

    I'm using two different controllers to test it. One is my GPDXD, and the other one is a generic bluetooth joystick (and yea both work fine in the Game Controller KeyMapper app)
    Please login to see this attachment. Please login to see this attachment.

    Maybe I'm pressing the buttons too quickly? Try pressing all four face buttons at the same time, repeatedly, while moving the d-pad quickly; for a good 5 seconds or so, and see if that creates any lag...

    but yeah thanks for the reply! I guess you don't have an analog joystick to test the app but...
    I think the only issue I'm having right now is that moving the left analog stick also trigger the d-pad events (like, moving the stick to the left also triggers the dpad left event).Can be worked around but-- it'd be nice if those were completely separate controls

    but yeah, in retrospective, I think the lag-behind issue isn't as tough now as it seemed when I first tested it.

    Quick update, the input is tied to the framerate. Only one button can be pressed down, or released, per frame. If more than one button is pressed at the same frame, the second button press lags behind 1 frame.
    Also, analog controls are ignored if there's button presses/releases that still need to be accounted for; so if the framerate falls too low, the sticks will be frozen in place until all the button presses/releases are processed.
    Since it pretty much uses the same interface, using the "Read Button State" events from the Android Object exhibit the exact same input lag.

    Sorry if my words were too harsh yesterday. The extension works just fine, it's just in my opinion a little bit too expensive for what it does.

    But-- yeah, it's just what it says on the tin. Full access to gamepad controls.

    Hi

    Just wanted to let you all know that I bought the extension and while it does work unfortunately it does exhibit the "lagging-behind buffered-like inputs" behaviour. It's mostly noticeable when pressing all the buttons at the same time (R1,L1,A,B,X,Y,L2,R2). You can clearly see how the buttons aren't released all simultaneously in game, but one at a time.

    Here's a controller test APK to test it. (API 22)
    Please login to see this attachment.

    (And here's the source: Please login to see this attachment.)

    But oh well at least I've got analog controls now, both for the analog sticks and the trigger buttons.

    So, if you don't need analog controls, or support for multiple simultaneous controllers, and can work around the limitations of having to use the KeyEvent events [*Read Button State on Android Object], then you probably don't need to get this extension.

    Also, is there any way to have the Left stick controls be separate from the D-pad controls?
    I'd like so that I can have both control independently. So I can push the D-Pad in one direction, and the Left stick in another direction without one conflicting with each other.
    Also so I can have the D-Pad assigned to some other actions without the Left Stick triggering those events. (I know I could do this by adding a LeftStickX==0 & LeftStickY==0 to all the D-Pad events, but that would mean that D-Pad Actions can only be done while the stick isn't being moved... and that's a bit awkward). Also the start button triggers the D-Pad center event but there are no events that correspond to the select button (Although it still can be detected using the KeyEvent events).

    But yeah, so far, the one advantage of this extension (over simply using Android Object) so far is the analog controls, which allow you to use the right stick and the L2/R2 analog values if the controller support them; also the chance to use multiple controllers and being able to tell one's input from another.

    anyway tl,dr, the gamepad extension suffers from the same input lag from simultaneous button presses/releases as the android object read-button-state method does...

    This is a good enough extension, but it costs 25$, and surely these issues can be solved to make it really worth the money!

    Hi guys.. I have some questions about this extension thingy.
    Please login to see this link.

    Does it exhibit the same "lagging-behind buffered-like inputs" behaviour as when using the Android Object KeyEvent events? (As in, the key presses are super delayed if you press/release many buttons simultaneously, I did a Please login to see this link..). How precise are the analogue controls' values (like what's the range and stuff)? Does it work similarly to the OUYA extension controls?

    Is it worth getting or is there a cheaper workaround/alternative without having to rely on the Android KeyEvent events? Is there a way to make the OUYA extension do the same thing on stock android? I know I can use the Arrow Keys Key Press events like on PC and the BACKSPACE key for the B and Y buttons; but I wanna know if there's an alternative for the more common buttons like A or X. Up until now I've used exclusively used the button press events from the Android object, with the corresponding KeyCodes for the Android gamepad buttons, but it gets difficult to play faster-paced games when the input is all buffered like that.

    so yeah, is this extension the real solution i'm looking for? or is there a slight chance I might be able to find a workaround with what I currently have?

    thanks in advance

    It's not really an issue but I can't figure out why this happens.

    I made a small app to test gamepad input. Using the Android Object's "Button is down" event.
    Please login to see this attachment.
    I added an option to check through Please login to see this link. because my gamepad input was registered as multiple keyevents simultaneously. For instance pressing A would trigger the BUTTON_A keyEvent and the DPAD_CENTER event; my guess is that that is android's way of making the gamepad compatible with the UI. Similarly BUTTON_B also triggers the BACK button.

    But anyway, I found out that tapping on the screen also triggers a keyEvent. On my phone it triggered the SLEEP key event (Decimal 223) which doesn't make much sense so I tried on my tablet... and there I got a MEDIA_SKIP_BACKWARD (273).

    I tested on all five android devices at home hoping to get identical values on some device so as to try and figure out what's going on, but I consistently got a different value on each device.


    [table='width: 500']
    [tr][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]Device[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]KeyEvent that is detected on touch[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]Android Version[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]BGH AXS Joy II
    (Nubia UI v2.6.0; should be like a ZTE phone mostly)[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]SLEEP = 223[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]4.4.4[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]Samsung Galaxy Tab 3 11"[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]MEDIA_SKIP_BACKWARD = 273[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]4.2.2[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]Toshiba AT10-A Tablet[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]PAIRING = 225[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]4.2.1[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]MotoGPlay[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]SOFT_SLEEP = 276[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]6.0.1[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]Samsung Galaxy Y Pro
    (gt-B510L)[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]SCROLL_LOCK = 116[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]2.3.6[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]ALCATEL One Touch[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]MEDIA_AUDIO_TRACK = 222[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]4.3[/td][/tr]

    [tr]
    [/tr]


    [/table]


    Any idea why this happens?

    If anyone wants to test this on other phones and report here what KeyEvent you get, it'll be much appreciated.
    Here's the APK and the MFA of my Gamepad Tester application:
    Please login to see this attachment.
    Please login to see this attachment.

    To test, tap on this button ↓ then touch anywhere on the screen, and a KeyEvent should be registered and displayed on screen.
    Please login to see this picture.


    (Also I don't know if there's a better option to have Bluetooth Gamepad support on android yet, but that's for a separate post I suppose)

    thanks y'all ^^

    You could make a decent amount of sales if you put the engine up for sale in some capacity on Clickstore.


    Yeah; someone suggested me that- the thing is the code is kind of messy, and commentated part of it in english, part of it in spanish, in a very not-too-serious way

    I released an earlier version (way earlier) of the source here for free; along with a lengthy explanation of how the engine sort-of works, if anyone is interested :)
    :pacdot:Please login to see this link.
    Download link is at the bottom of that post ↑↑
    It's waaaaay early, but it's part of the core and it's already out there heh.



    It's basically a raycaster-hybrid thing; not a full raycaster engine because instead of "casting a ray for each column of pixels" (for each "column" object, because basically every column of the screen is an active object whose animation is every 1px-wide vertical strip of the wall texture) what it does is "always draws 6 walls", at fixed coordinates, then punches "holes" on the walls, according to map information stored in an array. It fully takes advantage of the "not-a-number = zero" exception to further compress the functions (Like how a division by zero equals zero by MMF2/CF25 logic, please never change that haha).
    It has it's limitations but it does the job well. It's pretty much hard coded specifically for this game in a lot of aspects. For instance, doors, which are basically alternate textures, can only be seen when standing right in front of them, sorta just like in the original game; and only one wall texture can be used.

    I tried doing a Please login to see this link. some years before but... yeah, since it used loops extensively, it ran at a VERY low framerate (3-4 fps, at a similar quality) ^^;

    The reason why this engine is fast is because it uses very few loops, and pretty much everything related to the raycaster is cramped on a single "on loop" event, using short-named global variables to make it fit somehow.
    Should pretty much be as fast in all exporters, including the UWP export module.

    Anyway, this is the single "for each column" loop event: runs once for each column active:
    Please login to see this attachment. (Please login to see this link.)
    take a look at them Y scales ^^;;
    Please login to see this attachment. (Please login to see this link.)


    Here's an video of an earlier point in development. No doors, no objects, but the core of the map rendering is done. Uses an array to store all the map information, and a secondary smaller array to store the "current hallway information".
    Please login to see this media element.

    Notice at 2:06 the debug information. The cyan lines are the 6 walls i was referring to earlier. When the player walks outside the green/red area (or when the player turns to looks down a different hallway), the position is adjusted and the "local "map information is updated to reflect the changed orientation/position, giving the illusion of a smooth labyrinth. The arrow indicates the relative angle of the camera, in relation to the visible hallway.
    At 2:50 the camera is "detached" from the game logic to show the walls without updating the render and relocating the player.

    Of course the major flaw of this trick is that you cannot "peek" at a side of a hallway because, until you step on the intersection (green area) all you'll see is a solid infinite wall. This effect is demonstrated at 4:01.

    Here's Please login to see this link., if you're curious.

    The "objects" in the maze (Zots and key) are single active objects being scaled and positioned individually using simple trigonometry. Then I use the layer object to sort all objects according to a variable, which corresponds to the actual scale of the object. And the doors, oof, that's a whole nother story ^^;

    Sorry for the long post; I have written about 25 notebook pages to get this thing working haha
    Might release the source code of the game at some point in the future but it have to go through it all and add comments and definitely delete some of them haha.

    This is basically a remake of an old Atari 2600 game called Tunnel Runner Please login to see this link., a first-person labyrinth game (on the atari 2600!) where you are stuck in a labyrinth and must find a key and the exit, all while avoiding the monsters of the maze, the zots.

    Please login to see this media element.

    This game was an attempt to do a "fast" raycaster engine running on vanilla CF25 actives that was fast enough to run on the android exporter at a decent speed. I get around 24fps on my phone, the target FPS is 30; of course the resolution on my phone is quite smaller than the one shown in the video, the demonstration video was captured on PC. Apologies for that ^^;
    For clarity, this is what the game looks on android by default Please login to see this attachment.
    Quality can be adjusted on the options menu.

    gameplay remains faithful to the original thing (Get the key, get to the exit, avoid the zots), plus free strafing, HD* graphics, and soft rotations and all that stuff. Also a Please login to see this link..

    Mazes are procedurally generated based on a random seed. Game 1 features always the same mazes, while Game 2 features random mazes every time you play. Game 3 is a custom game where you can set the size of the maze, the amount of doors, the length of the hallways, etc; like a sandbox mode of sorts.

    :pacdot: Google play link: Please login to see this link.


    *compared to Please login to see this link. I suppose

    Thanks a lot for this extension. :D
    It took a while to understand at first (Application may crash if a lot of commands are sent in the same loop, like initializing and connecting or shutdown on frame start or end, and also crashes on some rare occassions I wasn't able to pinpoint) but once you get the hang of it, local multiplayer is straightforward and just a matter of sending and receiving messages.

    Can I ask for a list with all the possible error codes it can produce?

    (Thanks a lot for the support btw, much appreciated ^^)

    Reset as in restart the device? Or reset as in doing a factory reset?
    Because I have restarted it multiple times and there was no change... Also I'm not doing a factory restore on it. I wouldn't want to force anyone who runs into the same problem to factory reset their phones just because some taps are not recognized haha. Keep in mind that two completely different devices have the same issue, and it'd be very rare to think both tablet and phone have suffered the same kind of corruption; they don't even have the same apps installed or share brands or anything.

    Anyway, locking and unlocking seems to consistently work for now.


    EDIT:
    For the sake of completeness, I've compiled the same thing in an older version of CF25+Android Exporter (I have R280 on my notebook, didn't have the chance to update) and I can confirm the bug is not present there.

    Here's the APK, version r280.28; where the bug is not present
    Please login to see this attachment.

    Here's the same thing, compiled with the newest updates, r288.3, where the bug is present
    Please login to see this attachment.
    Please login to see this attachment.

    No changes to the MFA

    Alright, I've enabled developer options in android and enabled Pointer location (Draws a trail where the touches are going and draws axes) and Touch locations (white circle at touch locations). Don't know what the options are called in english so I apologize if I got the names wrong.

    And it's weird because while the application is running, the white circles appear at all times, but whenever the touch is not being registered, the trail does not show up (Even tho the white circles are there).
    I wish I could record a video of it but Jelly bean does not seem to support native video capture.

    It's very weird because this doesn't happen in any other application or anywhere else on my tablet-
    I hope I can find someone else with the bug so I can verify it's not just that half of my stuff decided to have the same problem. :s

    EDIT:
    Ok, apparently, locking and unlocking the tablet fixes it for me until I close the application and open it again.
    Oh well at least that's a workaround I can work with for now haha

    Don't think it's related to focus, unless the application somehow loses focus every two seconds even while I'm quick-firing taps?
    In-between that quickfire, 1 out of 7 taps is ignored (I'm tapping at a rate of 4 clicks per second approximately). It does happen, though, no matter how slowly I tap, or wherever I tap.

    It does happen consistently on the first touch though.

    Also... apparently If I tap every 3 seconds, no taps are recognized at all. I'm gonna try on my other device where the bug is present too, to see if this happens consistently too.

    EDIT:
    Yep, same behaviour on this other phone. Android 4.3.
    My 11' samsung tablet has Android 4.2.2

    And again, no issues on my own phone; (all taps registered) which has android 4.4.

    Dunno if the android version has anything to do with it but it's easier to differentiate devices this way.

    I made this small test application with some different methods just to see exactly where it fails

    Please login to see this attachment.
    Please login to see this attachment.

    Using single touches each time.
    On frame 1 (User clicks) if the taps are done too quickly in succession, some of the taps are not recognized.
    On frame 2 (User clicks, framerate to 10FPS) the effect is the same, unaltered by the frame rate change.
    On frame 3 (Repeat while left mouse key+only one action) it seems to work fine (except of course when more than one touch is used at the same time)

    Frame 4 uses the multi touch extension (A new touch has occurred->Set position to X(last touch) and Y(last touch)) seems to work perfectly.
    Finally frame 5 uses touch 0 (Touch 0 is active+only one action) and it works pretty much the same as frame 3.

    Frame 1 is the issue here (Not all "User clicks with left button" trigger events are recognized. They did work before, but now after I updated to the last version and rebuilt some of my applications, without modifying a thing, suddenly half of the taps are not recognized.)

    My problem is my entire game is coded using "User clicks" trigger events and kind of a rough job right now to think of a workaround because of this bug; so I'm hoping it's something that can be solved in a less exhaustive way than manually editing a lot of events throughout all the application just because some taps are not recognized on some devices. I mean i'd do it without any further notice if it happened the same in all devices, but knowing it happens in only some devices, whereas it works perfectly on others, I felt the need to add to this).




    Alright, sorry- As I was typing this I noticed the "User clicks with left button" thing where half of the taps are not recognized also happens on my phone so that's not the problem we're talking about.

    I'm just gonna post my game's menu frame (stripped down, removed extensions and some events). The problem occurs throughout all the application; and the app uses pretty much all kinds of click events (repeat+only one, user clicks, touch occurred) even though this menu frame uses only "Repeat while mouse key pressed".

    I have just now noticed (on my samsung tablet, where the bug occurs) that if I do a "soft" touch (?) and then move the finger around, the program does not even recognize that touch at all; not even while moving it.
    But if I touch with another finger, without releasing the first one (which was not detected), it also doesn't recognize the second one, so it's like the first touch is registered but it's being ignored or something.

    Please login to see this attachment.
    Please login to see this attachment.

    Try tapping the buttons or dragging around, the buttons should be lit when the touch is over them (The darkening effect is not the frame resetting, it's just a full-screen active.)

    I cannot compile this MFA with an earlier version of fusion so I cannot properly verify it's an issue with the newest update; but I'd appreciate if someone could build it with an APK with an older version to test if taps work properly.

    Again for emphasis, it works perfectly on half of my devices (All single touches are recognized properly), but on some devices some taps are ignored.

    Ah also, sorry for extending ^^;

    Bump- I'm having the exact same problem here. Half of the taps are not recognized my samsung Galaxy Tab 3.11 (Android 4.2.2) but they do work properly on my phone (Android 4.4).

    Changing from "User clicks with left button" to "Repeat while left mouse-key is pressed + Only one action when event loops" does not make a difference. I'm hoping this gets fixed soon.

    Is it a good idea to reinstall an older version until the bug gets fixed or will the MFA files not be compatible?