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Thread: XBox Gamepad bugs with C++ runtime

  1. #1
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleXNA Export Module

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    XBox Gamepad bugs with C++ runtime

    Hi!
    I'm encountering different strange bugs using the Xbox Gamepad object at runtime with the C++ runner. They are extremely hard to reproduce, and I've spent 2 hours to isolate the first, but luckily I did it!
    This bug is explained in every single detail inside the .mfa, in Event Editor comments. In few words, after the gamepad vibrates for the first time, object collisions result in crashing the application. This happens only if there are more than 21 objects in one frame (very strange, I know).

    There is another bug related to the Xbox Gamepad object, but at the moment I haven't managed to reproduce it or isolate it. I'll try to do it as soon as I can.

    Attached the .mfa describing and reproducing the first bug.
    Attached files Attached files

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    Thanks for this weird bug. I'll look at it before the end of the week (understand Friday evening

  3. #3
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    Thanks for the bug. It is finally corrected.
    Before the beta, you can make it work fine without crashing by sending a 1 instead of 15 as the player parameter in the vibrate action.
    When I said I would correct it on Friday, I did not say which week it would be. Sorry, I should not give dates like this, as I never respect them.

  4. #4
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleXNA Export Module

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    Thank you very much for solving this Francois!

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