Drag/Drop Behavior Breaks During Memory Dump

Bugs will be moved here once resolved.

Post » Tue Jul 23, 2013 8:11 am

Link to .capx file (required!):
https://docs.google.com/file/d/0B_4xfuagH96rY1RiQjkxNVVCU1U/edit?usp=sharing

Steps to reproduce:
1. Run on a Mobile Device (I used a Galaxy S3 with WebGL enabled).
2. Press GO!
3. Use the Thrust Joystick to move around and press the red Missile Button rapidly to blow up asteroids...after a few seconds the game will pause and you will lose control of your ship because the drag drop sprite stops dragging... :(

Observed result:
After a few explosions the "thrust joystick" (i.e. MoveStick) stops dragging with the users finger. In fact, every button stops working until you physically lift your fingers from the screen and initiate another touch. Then it starts working again. This is enough to make some users stop playing, unfortunately...

Expected result:
Even though the game slows down because I have placed many asteroids on the screen(there won't be this many in the actual game), the "movestick" sprite should continue to drag with your finger since the 'drag/drop' function is still enabled. And the other buttons should still work too.

Browsers affected:

(I am using the stock browsers on both my android phones and on my iPad because that is what I believe most people will be using on their own devices.)

Chrome: see above.
Firefox: see above.
Internet Explorer: see above.

Operating system & service pack:
Windows 7 (but mostly I'm running my game on Android 4.0+)
(Android 4.1.2 to be exact)

Construct 2 version:
Release 139 (64-bit)


Note: If the game is too slow just decrease the number of asteroids that spawn at the start. It's now set to 500, but if it's unplayable just decrease it to 250 or 300 or something like that. Thanks A Million!!!!!!
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Post » Tue Jul 23, 2013 11:28 am

Closing, please only provide a minimal .capx showing the problem with as few events and objects as possible. With this project it could easily just be a mistake in your events, and it is very time consuming to inspect projects like this to investigate if it's really a bug, so I'm afraid we only accept minimal projects for bug submissions.
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Post » Wed Jul 24, 2013 2:40 am

Understood.

Thanks for checking anyway.
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