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Thread: Android infinite scroller - strange behaviour

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Muldoon's Avatar
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    Android infinite scroller - strange behaviour

    Hello everyone!

    I have created an Android app which is an infinite scroller featuring a plane. Every on-screen obstacle is spawned in relation to the plane controlled by the player.
    After exactly 1 minute and 56 seconds during the game, everything on the screen disappears (except the background which is set to wrap horizontally, X coef. 0.5 ).
    After about 10 seconds the plane appears in the top left corner and is falling. The app doesn't crash or lock, it is still active and i can even control the newly appeared plane.

    Frame settings:
    - size 1024x600 set to -1 virtual width
    - center display at x=x("plane")
    - i have set out-of-frame sensors to delete used objects
    - i am not using any timer related events
    - the plane has a platform movement
    * initial direction -0
    * speed 70
    * acceleration / deceleration 0
    * moving at start ticked
    * gravity 20
    * strength 50

    Debugger status:
    - max # of objects at any moment: 30
    - 50 MB of RAM used
    - constant 60 FPS

    I have tested the app on my PC and everything is alright. This problems occurs in at least 2 different Android smartphones (Samsung and HTC).
    Did anyone encounter such a problem?
    Thanks!

  2. #2
    Clickteam Clickteam
    Fernando's Avatar
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    send me an example for test here!
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    My instincts say you should show the # of objects in a counter at all times and watch what happens as it gets to 500. Is it possible you're not destroying objects correctly?

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    DaveC's Avatar
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    he said he's keeping count of the objects, doesn't sound like an object limit behaviour anyway.. definitely something to do with the way he's set up the layers / x offset etc.

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    I tried Keith's solution and the counter matches the debugger's number. I have 30 objects at most while the game is running and the used objects are distroyed correctly.
    I sent the app to FVivolo, maybe he can shed some light on this.

    Later edit: i tried to change different settings related to the wrapping background layer as suggested by DaveC. I got to the point where i deleted the background layer entirely and the problem still exists.

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    have you tried changing from 500 to 20000 objects?

    I had an infinite runner and it messed up after the 500 objects are displayed, even though according to the debugger only 40 were active at a time..

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Muldoon's Avatar
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    I have just tried setting the max. number of frame objects to 20000 and the problem persists.

  8. #8
    Clickteam Clickteam
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    Fernando would be a guy to debug this in the source.

    Is it the Tiny Plane game that has the problem?

  9. #9
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Yes, some friends playing Tiny Plane reported the issue.
    I have sent Fernando the .mfa

  10. #10
    Clickteam Clickteam
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    I am playing it now on my Note 2 - haven't yet seen the error.
    Nice game.

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