Hey Wodjanoi,
I didn't know that. Thanks for the tip! Works perfect now.
Best,
Samer.
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Open a TicketHey Wodjanoi,
I didn't know that. Thanks for the tip! Works perfect now.
Best,
Samer.
Hey guys,
So mmf 2.5 updated itself recently (a few days ago) to version 288.2, as you may know. This update broke my code, I don't know if it's a bug, or that I've missed something, hence the post.
My code's simple, when Touch 0 is Active, set Basket x position to x mouse. That's it.
When I play the game, the basket moves accordingly. If I place another finger on the screen (touch 1), and then take that finger off (touch 1 no longer active), the basket stops moving, even though touch 0 is STILL active. The basket would only move if I take my first finger off and place it back on the screen. This was never an issue in the previous version.
Am I doing something wrong?
Thanks,
Samer.
Hi Fernando,
I've just posted the bug report. Thanks a lot for your patience in dealing with this problem of mine!
Samer.
Hey Fernando,
I didn't know that about .ogg files, thanks for the interesting info.
Having said that, I've tried your suggestion, I set the Catch sound to "play from disk" instead of "Preload" but that -- unfortunately -- didn't fix the issue.
I've tried converting the file into an .mp3, but I didn't get any luck. I also tried .wav but mmf didn't accept that altogether. Perhaps because it went from 14kb to 353kb...
Any more ideas?
Samer.
Hey Fernando,
The length of the sound is 2.34s. I've tried reducing the "play from disk" to 1 second, but that didn't solve the issue. I've also tried using different sound effects to see if it was the sound file itself, but no luck.
Samer.
Hey guys,
Unfortunately, I'm still having issues with this. Every time a sound is played, there's a slight effect on FPS, dropping to about 45 from 60.
Example:
When the apple collides with basket, play sound "Catch" on channel 1. (Catch is a .ogg file, 44100hz, mono, 32 bit (float), 13.2kb).
This drops the fps to about 45 for an instant. Interestingly, if another collision occurs while the sound (catch) is still playing, the sound restarts but there is no drop in fps. Essentially, the fps drop occurs only when the sound isn't playing and the catch occurs.
"Compress Sounds" Ticked
"Multi-samples" Ticked
"Play Sounds Over Frames" Ticked
Force 'play from disk' for sounds larger than: 5 seconds
Any ideas?
This is getting just so frustrating.
Samer.
Hey Fernando,
Running on the LG G3, first issue I saw was the app took longer than usual to launch. When I have my finger off the screen, I occasionally get the drop to 50 but it goes back to 60 instantly, almost as if the system is forcing it back to 60fps after the drop.
Regarding the sounds, it's as if the beginning of the sound isn't played, so you just hear the after effects (ie. reverb). It's weird, and it only happened occasionally. It's an .ogg, mono, running on a channel and triggered after a collision.
Right now, my next option is to recreate the game and make it as simple as possible, to see if the problem is indeed with the runtime or with something else that I've missed. But I doubt it's my code, the game is extremely simple, it is literally catching apples in a basket.
Samer.
Ah, fair enough.
Thanks for the help!
Samer.
Hey Perry,
I've just tried the beta, it fixed the issue... almost. I still get the drop, but much more rarely now. But I had to revert since the beta seemed a bit buggy. The sounds wouldn't play properly anymore, either.
Is there any way to revert to the version where the issue didn't occur? Do you think it'd be worth it? Would I lose out on some important stuff? The game I'm working on isn't very complex, it's rather simple.
Samer.
Hi Fernando,
I've copied the newer Android Runtime as you've suggested but it has still failed to fix the issue. I've also tried copying the kcpica (whatever that is) over but still nothing. In fact, it has given rise to a new problem, whenever I reveal the navigational bar during runtime, it causes major lag in the game, fps drops to around 3-4. I've created a backup so I can revert whenever, no problem.
Any ideas?
Just to let you know, when I click on about, fusion tells me I'm on build R287.9. It also tells me that I'm up to date whenever I check for newer updates.
Samer.
Hi,
I'm also having an issues with this. When I'm engaged with my android app, I get a smooth 60 fps, if I release my finger for longer than 3-4 seconds, the framerate drops to 50 fps. No idea why.
I've tried checking "Run while minimized" and "Run while resizing". I've tried un-checking "End Application when not in foreground". I've tried Checking "Wake Lock" and starting a sleep prevention. But no luck.
Any ideas?
Samer.
Thanks, Alex!
Hi timopie,
Really sorry for the delayed response.
Thank's a lot for checking out Divers!
This is just a scripted event that shows up after completing level 2 regardless of the outcome. It's there to remind the player of the fall mechanic.
Thanks for the feedback, though!
Samer.
Thanks, Jeff!
Hey guys,
I've just released an update (a pretty huge one) for my previously released game "Divers" based on all the feedback I've received over the past year or so.
It would be great if I can get further feedback from all.
For anyone that is interested in the PRO version, let me know and I'll PM you a promotional code that grants you access to a free download.
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Download Link: Please login to see this link.
Thanks a bunch!
Samer.
Ah that makes sense. I'll be sure to go over everything again once the app is live.
Thanks again for your kind help, Perry.
Best,
Samer.
Checkout this thread: Please login to see this link.
Ensure that your sound is .ogg and mono (as opposed to stereo). Make sure to play it on a channel, too.
Ah, that makes sense.
Yes, this is for android, I realise that this thread is in the iOS section, sorry about that, but I guess it's all more or less the same and just more convenient.
Samer.
Of course! No Problem.
I simply swapped out DataStorageDirectory$ for ExternalStorageDirectory$. This means that the saved Array file can be accessed by other apps.
The downside to this is that the file can also be accessed by the user (it's also explicitly visible when navigated to the directory).
I managed to circumvent the unprofessional look of this by using the 'File' Object to create a new folder within ExternalStorageDirectory$( "Android object" ) + "/Android/data" -- I named it "com.mycompanyname.application" (I simply attached it at the end of the directory).
After doing so, I saved the array file within that folder, using: ExternalStorageDirectory$( "Android object" ) + "/Android/data/com.mycompanyname.application/applicationData.arr"
What's neat about this, is that when you uninstall the app, google (somehow, I don't know) tracks everything related to the android application's package name and deletes it, meaning the folder that we created is deleted automatically (given that the package name is the same as the folder name [I think]). So it is very convenient in that regard and opens up new possibilities of games design.
Hope I was clear.
If you need further clarification or have any more questions, do let me know.
Best,
Samer.
No problem, Perry!
Take your time, you've managed to be a great help already.
I thought I'd try a different network (chose Chartboost's video reward), and managed to get that working occasionally. However, it's very inconsistent; sometimes it shows up a Chartboost Video Reward Ad, sometimes it shows the Ironsource demo.
On the event side of things, "On Reward" still doesn't seem to be responding. I've taken out Video Rewards for now and will be publishing soon. I'll test Video Rewards soon after with the live versions to see if that was the problem after all.
Who knows.
All the best,
Samer.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)