Here's a minor issue in Beta 30.
When I run my application in windows and 'Resize display to fill window size' is selected, the epxression XTouch ("Multiple Touch", x) returns incorrect values.
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Here's a minor issue in Beta 30.
When I run my application in windows and 'Resize display to fill window size' is selected, the epxression XTouch ("Multiple Touch", x) returns incorrect values.
That only happens in Windows, and isn't really an issue imo. It doesn't return incorrect values, either, it returns unscaled values.
Which would be incorrect in a scaled window... But yeah, as I said, a minor issue, but nevertheless one that needs to be fixed :)
It isn't supposed to be used in windows, though. So technically it's doing nothing wrong. It scales fine on a mobile device.
I'm sure they'll do something about it, just pointing out that it's not a bug, just an unimplemented feature.
I know, but when I am testing a game in windows, I expect it to look the same as on the phone. I don't know if it is a bug or not, but it is not working as it should :D
The PC runtime is just as important, it's used for quicker testing when making small changes, so this is a bug which is necessary to fix, I'd say!
Technically it's not really helpful at all, since it doesn't represent much of how it runs on Android other than how it would run compiled in windows. Running it in an emulator would be a much better way to debug.
I don't see why you'd need to resize in Windows if you're testing either, since that doesn't represent the phone's screen size at all. If you're trying to make sure it resizes correctly, again, the only true proper way to test that is an emulator or on a phone, since that is the final compiled form, not an interpreted version being run on PC.
Just as important? Not even close. Helpful for quick testing? Eh... I'll say yes for now, but again, it's not a bug, it's an unimplemented feature. "Multitouch doesn't work properly in windows!" is just a bit silly to say, you know? *sigh*
Regardless, I'm sure they will do something about it. Hold on to your shorts, guys. :)
Some of us create apps at low res which we like to be able to see in Windows. The emulator takes longer to load and is slower, and some of us can't connect to our devices and just have to send an .apk over. Either way it's just quicker to test in the Windows runtime when making smaller changes. It'd be like saying to a training pilot "oh the flight simulator doesn't work properly, you'd be better to get in an actual plane". On top of that, if there are glitches when testing in Windows and it's inconsistent then the product looks unprofessional, and ClickTeam want to sell this exporter. People don't Beta test to say "oh that's not important shut up". It's just common sense.
I make retro games in 160x120 and have no problem running them in windows for quick testing and then plugging into my phone for actual testing... Guess I'm not so lazy.
Whatever though. Like I said. Arguing back and forth is going to do jack.
I'll say this again: I'm sure they're going to fix it. Chill your tits, guys.
You calling me bloody lazy? Because I'm willing to consider something an issue to help CT develop their product? This clearly IS an issue, this is a professional product which they want to come out just right, we are here to help that. So just bugger off and let us help. :P
Aren't we all a bit lazy? Haha. But yeah, I get your reasoning. No biggie!
By the way, your game looks fantastic.
Thanks man, which game? AWESOME Land, MANOS, or Froggia?
AWESOME Land, I didn't know about MANOS or Froggia.