Yesterday, I added a Scaling event to my game to scale the explosion x / y to x / y +1 until the object was Destroyed.
Which worked flawlessly on my laptop but froze up for about 15 seconds each time on Android.
The weird part was, it would not freeze until you touched the screen.
I have the Multitouch object in the game and for whatever reason, during the scaling event. If you touched the screen. The multitouch stopped doing it's job
and the app would freeze. However, again. On my laptop with Touch Screen, no issues at all. Not even a small bit of lag.
Laptop touching numerous times during the scaling event = No Issues!
Android Device ( Regardless of model or power of device ) one touch = App freezes and the " This app is not responding - Close - Wait " Dialog pops up.
Maybe I am wrong, but the game was tried on 8 different devices from around the world.
One was the latest Samsung Galaxy that they show as a Gaming Phone.
Exact same issue on all devices that are Android.
Theres an issue, you can order the elements on the Workspace Toolbar in whatever order you set dragging them up and down. But when it comes to folders, you are locked to see them on alphabetical order and cannot be rearrangued. Thats a real problem having into consideration you cannot create folders inside folders. Please check it.Recording 2023-03-26 at 03.13.01.gif
Android Crashed Hard! Instantly Crashed, Do not pass go!
So, I swapped this feature for my old way of doing it ( Described above ) and Walla. No Issues!
I would have to say this is a bug if ANDROID only crashes using this CREATE OBJECT AT... Feature and not using CREATE OBJECT at an actual in game object.
I also noticed, that unlike the way I have done this for years. If you delete the object you want to CREATE OBJECT AT... the object actually deletes.
Not like when you do as I described by linking to another Placer Object. You can Delete it off the game area and it will be created with no CRASHES or Deletions.
Just figured I would mention this. Thanks!
I'll report this here as well to bring attention to it:
An active objects physics collision mask can rotate while the object graphics remains fixed, so the connection between the sprite graphics and physics collision is broken.
I've illustrated this best I can in this image, I can't se how this is not a bug? At the very least the angle of the graphics and its collision shape should be aligned?
Another one that bothers me is using the Ground Physics and it is linked to Backdrop.
So, if you have a Backdrop behind the Ground Physics. That will also effect your player.
I.E. Player collides with Backdrop = stop
30 seconds into this video shows my Level with a Jeep running and jumping.
However, the sad part is I had to force the movement as the Backdrop also effected the vehicle.
The Jeep is controlled by a counter and the Force maxed out is 10,000. Works though!
I think the Ground Physics should have its own link.
I.E. Player collides with Ground Physics = Stop
Feature Request: Manually set the width and height of the String Object at runtime without relying on the resizing that occurs when changing font size (As it often breaks for me).
Hi. Im getting a building for IOS Simulatr, but linking in object file built for iOS, file Vorbis for architecture arm64
Using the latest update from January this year.
And latest Xcode, just ran the update.
Anyone know how to fix this?
Small request: If it's easy to do, could you tweak the Group Events Dialog so that ctrl-backspace deletes an entire word, as is the usual convention? Currently, hitting ctrl-backspace just enters these rectangle characters:
Another request: There are a few common objects that would benefit from their actions becoming negatable. For example:
-Static Text Object: Show/Hide
-String Object: Display next/previous paragraph
-Edit Box: Show/Hide
-Edit Box: Highlight/Dehighlight
I've often wished for this too