Are these bugs? Or what do I do wrong? - Playing sounds on the start of the frame, “Multiple Touch events”
Maybe I do something wrong? All described problems appear only on Android. I tried building with different Android APIs (14, 22, 23 and 24) but the problems stay.
I made the same game before: on C#/XAML for UWP and on Construct2 for Android. Everything works. But I can’t to make my CTF-game work correct
1. I have the event “Start of frame > Play sample ____ on channel #2”.
If I use .ogg - I notice that sometimes I hear the sound of the sample’s playing, and sometimes not. But, the next my event is “Is channel 2 not playing > ….” And it always starts after the time-length of the fist sample. I have such problem only with .ogg and never with .wav. Sounds in .ogg elsewhere but on the start of the frame - work perfect.
Should I use only .wav if I want to play sounds on the start of the frame?
2. I have a very simple event in the active object’s behavior “Multiple Touch: A new touch on object has started > Jump to frame”.
It’s the only one event, there’s no other events in this active object’s behavior. But sometimes, when I touch the object during playing the game on the Android device, the game crashes. Here is the report sent to Play Market (report from NOOK® HD+ (ovation), Android 4.4, but the same problem appears on other devices ):
java.lang.NullPointerException
at Banks.CSound$4.run(CSound.java:392)
at android.os.Handler.handleCallback(Handler.java:733 )
at android.os.Handler.dispatchMessage(Handler.java:95 )
at android.os.Looper.loop(Looper.java:136)
at android.app.ActivityThread.main(ActivityThread.jav a:5146)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:515)
at com.android.internal.os.ZygoteInit$MethodAndArgsCa ller.run(ZygoteInit.java:732)
at com.android.internal.os.ZygoteInit.main(ZygoteInit .java:566)
at dalvik.system.NativeStart.main(Native Method)
3. I have the event “Multiple Touch: A touch has ended > Set direction to 0, Set X position to varX{“object”}, Set Y position to varY {“object”}”.
(varX and varY are variables)
When this event concerns only one active object – everything works perfect. But if I have several objects that should be removed on the end of the Multiple Touch – very often the event works correct only for one active object. For other objects – only the first part of the action works (only “Set direction to 0”).
I tried to put this event into behaviors, I tried to split it for each object personally, I tried to make it for the qualifier (I grouped active object with the qualifier) in Event Editor – the same problem.
I don’t understand what do I do wrong.
Unforutunately, I can't upload my .mfa here, 'cause it contains sounds and is to large for this forum - so I can send my .mfa by email
Here you can find the built game:
https://play.google.com/store/apps/d...abc.learn.word
1. Each level should start from the sound with level name. Then the background music starts.
So, sometimes “the level name” sounds, sometimes – not.
2. There is an arrow on the top right comer of each level. Touch it to jump to the main menu. But sometimes touching the arrow crashes the game.
3. On the game level screen try to drag and drop only one puzzle – everything works perfect.
Then try to drag several puzzles simultaneously and drop them – sometimes the puzzles don’t return to the starting place but the "change direction"-action works (puzzles become smaller again).
Unforutunately, I can't upload my .mfa here, 'cause it contains sounds and is to large for this forum - so I can send my .mfa by email
Thank you









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