This is related to this post (same file already PM):
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=223909#Post2239 09
The hotspot gets an offset when launching objects. Works ok on the PC runtime.



This is related to this post (same file already PM):
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=223909#Post2239 09
The hotspot gets an offset when launching objects. Works ok on the PC runtime.



Image uploaded ...
[img:center]http://www.pulsarcoders.com/forclickteam/hotspotscreenshot.jpg[/img] (left = PC, right = IPod Touch 3rd gen device)
If I don't launch the bullet, and instead, create it at the action point of the ship, set the proper speed and finally start a custom movement, it works fine on both, the PC and the ipod device.
So, at least in my case, the "launch" action messes the action point on my IPod Touch 3rd gen. Maybe Andos gets the same result as I do since he also has an IPod Touch 3rd gen (?)
Just in case I sent you guys by PM my Xcode project since perhaps the iphone runtime works ok, and the exporter changes the action point when creating the XCode project.



I see it!
Working ont it.



Yes!!! Thank you ...



If you remove the sound, it works OK.
If you untick "Timer based movements", it works OK.
This means that the problem comes from the sound, which takes several vbl to initiate itself. So the movement skips directly to the position where the object should be after the vbls.
Have you tried with another sound?
Is this sound a WAV file or an MP3 file?



Ah, ok. I see.
> Have you tried with another sound?
No, but I will.
> Is this sound a WAV file or an MP3 file?
It's the "Laser 6" wav sound that you'll find on MMF's Disc 2 under "Sounds/Weapons".
> If you untick "Timer based movements", it works OK.
Would it be advisable to untick it? I mean, what's the best option for the "i" devices.



I do not know. If you game does not slow down on the device, then you can untick it to prevent this kind of behavior. But if other objects are moving, you will see a tick in their animation when you play this kind of sounds.
I am using the recommended by Apple way of playing sounds, and the time it takes to play some sounds is really a pain.



I will test with other sound first and let the untick option as a last resort. Thanks a lot![]()



Ok, tested:
1) Unticking "Timer based movements" is forbidden
2) Using another sound works.
Having said that, I've found a workaround!!!
In order to avoid this bug and or to sync visuals with sounds (in the sense of avoiding audio to freeze any visual action in the same condition for some milliseconds), you have to:
1) Create an event that plays the sound when a condition is met once per event, like say "Flag X is ON", and reset that condition (in this example, set flag X off), and
2) Keep the original conditions and actions but without the sound action (which is now in 1 above), and set flag X ON.
This way, 2) will be met first firing the bullets, and on the next update loop the sound will play, resetting the flag to zero.
Thus, don't put the launch action and the sound playing action on the same condition or you could get this bug.



To clarify things, I used to have:
+Condition 1
-> Launch object ...
-> Play sound ...
And now I have (yes, in this "reversed" order):
+Flag X is On?
+Only one action when event loops
-> Play Sound
-> Set Flag X Off
+Condition 1
-> Launch object ...
-> Set Flax X On