Chris Street - Test Reports
SONY ERICSSON XPERIA X10 MINI PRO
Running on Android 1.6 operating system
BUG: Quick Backdrop objects do not appear at all.
BUG: When phone automatically switches to stand-by mode, or power-saving (when the screen fades) application freezes upon reactivation of phone.
BUG: Application does not shut down upon request: Created an event which closes the app if FIRE1 is pressed; nothing happens. If phone returns to menu screen and attempt to run application a 2nd time, am greeted with a black screen. [color:#FF0000]Workaround solution is to download Task Killer and have it shut down application.[/color]
BUG: Application freezes after a period of time (around 10 seconds) on occasion. Happens around every 8/10 playthroughs
BUG: Button objects generate error logs upon Building application
BUG: Accelerometer doesn't work at all. What happens instead is that I can move an object LEFT by holding down my finger on the left half of the screen. The right side doesn't work.
More reports to come.
Re: Chris Street - Test Reports
UPDATE 1
BUG: Despite there being no compatibility issues in the logs, the Platform Movement Object doesn't work at all
NIGGLE: The initial startup "Created with MMF2 Android beta runtime... www.clickteam.com" is cut off-screen when application is set in portrait mode rather than landscape
BUG: Virtual joystick sometimes a bit inaccurate; created a basic left/right movement with x positions and on occasion if left is pressed on the joystick, the object will move right for a moment before correcting itself and moving left. Doesn't seem to do this when "right" is pressed.
Re: Chris Street - Test Reports
UPDATE 2
BUG: Pressing FIRE1 or FIRE2 has no effect. Created a simple "shooting" system, and an event that ended the application if either button was pressed, but nothing.
BUG UPDATE: Quick backdrop only displays if "Motif" option turned on
BUG: No backdrop collisions with active objects when creating custom events, ie: right object detector is overlapping backdrop. Works as an EXE but not as .APK file.
BUG UPDATE: Update on freezing issue. Freezing happens every time application is created. Time of freezing ranges from around 10 seconds to a couple of minutes; henceforth always happens
BUG: Objects don't destroy when a distance from the frame. Event created was:
Y Position of Object is greater than y bottom frame + 40: Destroy, Play Sample "X"
BUG: Storyboard editor: unable to move frames around occasionally
BUG: Menu bar of MMF moves the different icons to various positions each time MMF is started up.
Re: Chris Street - Test Reports
UPDATE 2.1
I've installed and updated to Android 2.1 on the Xperia X10 Mini Pro, from 1.6
All the issues remain.
Re: Chris Street - Test Reports
Bug Update: Pressing FIRE1 or FIRE2 still does not appear to work with the Joystick Control
Bug Update: Objects destroy when leaving the frame but ONLY if they the "Inactivate" option in their Properties is set to NO. Automatic has no effect, yet when running through the PC the objects destroy themselves even if Automatic is set
Bug: Creating a basic "Tap" event with the Multiple Touch object results in a crash. Events used: A New Touch Has Occurred: Set Alterable Value A to 1. A Touch has ended: Set Alterable Value A to 0. Only one action while event loops + Alterable Value A = 1: Launch object. Tried removing the "only one action while event loops" but this simply created the effect of holding the tap down
Bug: I've created a simple repositioning event of objects, where if they leave the bottom frame they reappear at the top. However by doing this, slowdown and "juddering" takes place briefly
Re: Chris Street - Test Reports
Bug Update: The basic "tap" event created, as described above, with the Multiple Touch object causes a crash within the first few seconds of the application running. After this period of time it starts to work, although inconsistently, and will crash on a random detected tap.
Re: Chris Street - Test Reports
BUG: A curious event seems to be taking place in regards to the MultiTap object. If I tap the screen repeatedly, objects seem to reposition randomly. Please see the video attached as an example. In the event, the objects move under an "Always" condition, and a "While Group "XXX" is activated" condition. Both produced the same outcome.
http://www.youtube.com/watch?v=2Bp8tBTINLo
Re: Chris Street - Test Reports
Hi Chris
Could you upload the MFA?
2 Attachment(s)
Re: Chris Street - Test Reports
Yup, here's the attachment :)
Re: Chris Street - Test Reports
BETA 3
UPDATE 3
BUG: Created a new application with an active object that always positioned itself to a touch position. The object should simply be dragged around with a finger, and it does so, but after a short while it doesn't follow the finger around, and merely stays where it is until the finger is released.
BUG: Similarly, there is considerable lag when dragging an active object around, of just under half a second.
BUG: When the touch is released, for some reason the object always repositions at 0,0, even though its default position was in the centre of the frame
BUG: As in a previous test report, the repeated quick tapping results in an application crash, although I believe Jamie has fixed this for the next update?
Re: Chris Street - Test Reports
BETA 4
UPDATE 1
BUG: Right edges of active objects don't register collisions with backdrops, although they do when colliding/overlapping with other actives
BUG: The FIRE1 button is inconsistent. I have a basic platform engine. The FIRE1 button doesn't always register a touch, sometimes it sticks and is effectively held down, and lengthy presses aren't always registered. ie, my game has a "variable jump system" where you can jump across 1 or 2 "blocks". A quick tap should result in a short, 1-block jump, holding down the button should result in a longer 2-block jump, but this doesn't always happen.
BUG: The touch joystick is inconsistent too. Frequently I will move it right, to move my character right, but instead he moves left
BUG: The "Build and run" option still doesn't work when running the Android emulator, although as stated in the Beta 4 thread this still won't work for everyone.
BUG: It's rare that this happens, but it still does; active objects occasionally get pasted on-screen
[color:#FF0000]BIG ISSUE[/color]: My phone has a notification bar that tells me when I get a new text message or email. It's a permanent feature. When normal android applications run, such as various games I've downloaded from the marketplace they hide the bar, showing a full-screen.
With MMF Android applications the bar is NOT hidden, and hence the screen is shunted down by a few pixels, messing up the visual display and pushing the bottom of the frame off-screen. Is there any way at all to hide the bar during the applications runtime rather than have it on-screen all the time?
Re: Chris Street - Test Reports
Quote:
With MMF Android applications the [status] bar is NOT hidden
Have you added the Android Object and set "Hide status bar" at the start of the application/frame?
Note: this does not work for the Android 3.0 System Bar.
Re: Chris Street - Test Reports
That currently crashes apps. Bug has been reported.
Re: Chris Street - Test Reports
Haha I didn't even see the Android object, I'll investigate that as I've only been using the touch input objects.
Re: Chris Street - Test Reports
The "hide status bar" has no effect, although it doesn't seem to crash my Android.
Re: Chris Street - Test Reports
Yeah, that's a known bug from the last beta.
Re: Chris Street - Test Reports
BETA #4
UPDATE 2
BUG: Sound effects play once, and then never again, per sample included.
BUG: Assigning an alterable value to the X position of the accelerometer only works in Portrait Mode. If the application is running in landscape surely the X position should apply here too, rather than creating confusion by assigning left/right movement to the Y position?
BUG: The time and date of created .apk files appears to be incorrect. Create an APK file, then maybe overwrite it a few hours later. The details of the APK file remain unchanged
Re: Chris Street - Test Reports
I haven't done much testing on this the last couple of weeks, I've been dividing my time between XNA and this. Potentially there's a chance I'll have to pull out as a tester as I might not be able to commit as much as you'd like.
Re: Chris Street - Test Reports
In that case, just send me the source files to every game you've ever made and I'll test for you n_o
2 Attachment(s)
Re: Chris Street - Test Reports
It's been a long time since my last bug update, but here's a small report of a hours worth of work.
BETA #4
UPDATE 3
BUG: Assigning a background system objects position to an alterable value, and then changing the alterable value results in a very slow runtime; plus the background system object fails to appear. Please bear in mind that at this stage the screen, graphically is untouched, minus the disappearance of the BSO.
BUG: Disabling the group of events in which the BSO is involved in results in a HUGE screen mess-up. At this stage the BSO has not been deleted. Please see attached screenshot. Completely deleting the BSO itself solves the issue.