Multiple sounds : this would be a big change in the code. I will not do it before build 255 is out.
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Multiple sounds : this would be a big change in the code. I will not do it before build 255 is out.
Thanks Francois for your response,
I know the task is not easy, but I trust you, the exporter is a high quality product! :)
I am not sure if the issue with the video bug has been resolved on beta9, but I am experiencing the same problem...if I jump onto a frame with a video (intro) and the user double taps prior to the end of the video and jumps onto another frame, the game does not recognize touches anymore.
Renatos, Andos got no solution to this, I think in previous post is your answer.
I dont know 100% of this problem issue....but it's not possible to do a action DESTROY the video when you jump to next frame?
It was the first probe and neither worked! :(
Following what Andos said: that It was happening because the "view" of the video was not properly removed and then causing all future clicks in it's area to be redirected to the now stopped invisible video......
Well....Why you dont try to set position of the video to something outside the frame before change to next frame...like: when touch buttom THEN [set video postion to x:2200/y:2200] and [jump to frame....]
I dont know....but if the problem it's about what Andos said...maybe this can work......I dont know
Hi everybody. The fix I put into build 255 was found after doing some deeper debugging. As it turned out it wasn't entirely as I suspected (about the video frame not getting removed from the frame) but it was caused by the touch-input that triggers the video to open up in fullscreen. It never got "canceled" or ended. It caused the runtime to believe that there would always be a finger on the screen and that any following touches on the screen was made by a second finger (ect). Since the mouse x,y and click input is tied to the first touch (first finger) any input would no longer get detected.
This put us in a tough situation as we don't know when the touch then ends.
I had to program in a 'reset' function that clears all touches when the video enters/exits fullscreen mode. This fixed the problem for me in all the test-cases I made.
I recall I could not reproduce the bug prior to me finding it myself based on steps to reproduce.
There might be a possibility that the bug I fixed isn't entirely the same as the ones you are experiencing but I could not reproduce it back then.
I would like to take another look at this bug soon.
Any information/example file about the bug that you have found would be very valuable to me. :)
Andos, on my game, there is an intro video which you can skip by double tapping it. Jumps onto the title screen. the iOS buttons, and iOS native stuff works fine, such as joysticks, buttons, etc. Now if I have a "User clicks on an active object x" it will not work at all.... thats the problem. And I am displaying the videos fullscreen as you described it.
As Renatos says, that's the bug that has the IOS Video, the easier he could not explain :)