May 7, 2011
Up and running
I will be testing on a Motorola Droid X
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May 7, 2011
Up and running
I will be testing on a Motorola Droid X
On my DroidX when I set an object position using xtouch and ytouch I have to subtract about 80 from the x and 10 from the y to get object to be positioned directly under my finger. I do have the hot spot centered.
I can not seem to get the joystick control object to work on my droid x. It shows up on the screen and animates correctly.It just don't seem to have any effect. I set up a simple program to add 1 to a counter when button 1 was pressed but it doesn't work. I also cant change the position. It always display at the bottom of the screen no matter where I position it. Also the joystick always displays even when I choose to hide it.
In the properties of the frame where the Joystick Control Object is, under the Android tab have you selected "Controlled by an extention" rather than "joystick?"
I've been messing around with some of the interface objects. A couple of things to note.
Text does not show up on the Background System Box.
Button, List, Combo Box and Edit Box do not line up correctly in the app. They seem to line up to the left of where they are placed in the MMF frame.
Placing the Bitmap Push Button or the Text and Image Push Button in the frame causes the app to crash.
On a game i am working on I used the condition 'A new touch has occurred' to trigger some actions and the program would crash. I simplified it to single active not visible at start and did this:
A new touch has occurred ====>make object reappear
and it crashed. So I added a counter and did this.
A new touch has occurred ====>set counter to 1
Counter equals 1 =======>make object reappear.
This worked as expected. I then changed it back to:
A new touch has occurred ====>make object reappear
And now it works as expected. Weird
Also what would be the best frame size to use for a game if you want it to be compatible with as many android devices as possible. I have a droid x with a screen size of 854 X 480 but I would want my games to fit on other screen sizes.
Retrieving an Alterable Value by index crashes my app
OK I am obviously doing something wrong when I try to use the Joystick Control Object because I seem to be the only one having problems. Here's what I've been doing.
I add the Joystick Control Object to the frame.
In the Frame Properties Android Tab I select 'Controlled by Extension'
Use the condition Player 1 / Joystick / Read joystick state
When I run the app on my droid x the joystick appears and animates as expected but nothing else happens.
If I Click on run frame and run it on my computer the arrow keys on the keyboard function like the joystick and the program runs as expected.
Any help would be appreciated.
As Rushino mentioned about the String Object positioning problem and I had metioned the same thing earlier with buttons and counters I decided to set up a simple program. I set the frame size to 380 X 600. I positioned 4 buttons using the align in frame option. The button text shows where they should be aligned. I also set an Active object (the red square) to position 0,0 at the start of frame.
When I run the program from within MMF evrything lines up as it should.
http://victoryroadgames.com/images/b...0placement.jpg
But when I run it on my DroidX I get this:
http://victoryroadgames.com/images/b...placement2.jpg
The active lines up ok but it appears the buttons use the screen position rather than the frame position.
Although when testing strings and counters this way they seem to line up OK.
Change the resolution to something like 480x800.
Control positioning fixed in beta 6.
Yup. I though at first it was the string object but its not.. its the buttons but changing the resolution to the right one for your device will fix the problem. However i think you shouldnt have to change the resolution so that it can work.. normally a smaller frame in mmf would result in overall center in android which most of UI do right now except the buttons..Quote:
Originally Posted by MikeR
I've been messing around with the scale/angle settings every thing seems to work fine. I ended up making a little clock app and rotated the hands around the clock face with no problems. I also scaled and rotated more graphically detailed actives and didn't have any problems.
I was also playing around with the Android object. I don't know if this is by design or just the way it works but when I get the screen width and height it returns the current frame size if the frame is smaller than the screen. If the frame is larger than the screen it returns the actual screen size. So I could resize the frame down to the actual screen size using these numbers but I could not enlarge the frame because it returned the frame size and not the actual screen size.
Also this may have been reported but when using the quick backdrop if you add a border it does not appear on the screen. If you use a gradient it is always vertical on the screen regardless of whether th vertical box is checked or not.