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adriakuehnmg5524

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Viewing 15 posts - 1 through 15 (of 109 total)
  • adriakuehnmg5524
    Participant

    Scouting Thomas was submitted and approved last month and then updated last week and approved using only iPad 1 1024 x 768 art. So I would say that they are not strictly requiring retina for iPad products.

    adriakuehnmg5524
    Participant
    in reply to: Memory Spike when changing scenes #15241

    Crossfades have the images from both pages  loaded at the same time during the fade. That adds the memory for those pages together for that brief time. Logically it makes since and I really don't see any way around that if you are using crossfades.I ran into this with a storybook, then result of which was crashes when I tested on an iPad 1. One way around this was to create a transitional page between the crossfades. It was a basically a duplicate of the page before it, but had no active animations in it. Just the background with visible animations frames, i.e. the first frame,  and text composited to the background. I then crossfaded into this page and then automatically into the the page the user was going to. This brought down the spiking, but at a cost of making the page to page transitions a tiny bit slower.The easiest thing to do though, is just to not use crossfades if the spiking is a matter of concern.

    adriakuehnmg5524
    Participant
    in reply to: log file & project properties #15170

    Then that's weird, as I am pretty certain that I didn't it on. Oh well.Now, as for the project properties, that problem I definitely cannot figure out.

    adriakuehnmg5524
    Participant
    in reply to: [NOT A BUG] Resource.car size change #15145

    Okay, this is something related to the output from Corona and the provision files in use. Definitely not a Kwik bug.

    adriakuehnmg5524
    Participant
    in reply to: log file & project properties #15168

    I see the log option now. Was that on by default?

    adriakuehnmg5524
    Participant
    in reply to: log file & project properties #15167

    If I press the project property button, nothing happens. This only seems to be the case with my current version of the project. In other projects and earlier version of this one, the properties will open.

    adriakuehnmg5524
    Participant
    in reply to: [NOT A BUG] movie crashes #15142

    Have you tried changing to a different Corona daily build?

    adriakuehnmg5524
    Participant
    in reply to: [NOT A BUG] movie crashes #15139

    I have several .mov files in my app and have never had a crashing issue with them. Is your movie compressed? What codec did you use? I use the H264 codec, set to medium or high.

    adriakuehnmg5524
    Participant
    in reply to: [NOT A BUG] movie crashes #15134

    What kind of movie? And what do you mean by “Corona” crashes? Corona does not playback video files. You have to build the project and load it onto a device to see video.

    adriakuehnmg5524
    Participant
    in reply to: [FIXED] 2.5 sprite sheet speed #15101

    An example project file has been sent.

    adriakuehnmg5524
    Participant
    in reply to: 2.5 sprite sheet error message #15089

    I'll put together a demo and send it to you.

    adriakuehnmg5524
    Participant
    in reply to: Trigger action after sprite #15070

    I would never for a second suggest that doing anything programmatically would be easy, so I understand. I mentioned this for sprite sheets simply because having a way to call an action would allow me to play different sheets in order that comprise a single sequence (made up of series of more frames than can fit on one sheet). That would allow for advance control over the presentation of an animation, making it playback less mechanically looking that by only using the tools in Kwik. As an animator, this is a matter of some importance to me as it raises the quality level of the final product demonstrably. As I said, I am faking this by using linear animations that start at the same time as the sprite sheets. The linear doesn't do anything except launch the action I need (hiding the current sprite and starting the new one), so it gets the job done in a round about way.

    adriakuehnmg5524
    Participant
    in reply to: Prevent animation restart #14764

    If you want to disable a button during the animation, you can try a couple of methods I've used.1) Only play the animation if a variable is set, change the variable while the animation is running, then change it back after the animation is complete. To do this, create a variable, I'll call this one "buttonOff" and will use numbers 0 = on, 1 = off (I find numbers more stable than text).  So I have the variable buttonOff = 0. The animation is called from an action inside a button. The action, playAnim, says "If buttonOff=0 play animation". Then in in the button itself, I have an edit variable call that changes buttonOff = 1. Press the button, the animation plays and the edit variable buttonOff =1 prevents the animation from playing again if the button is pressed.After the animation plays, the variable needs to get set back to 0. If it's a linear animation, you could create an action that changes the variable buttonOff=0 and use the action option in the linear animation to play this when the animation is complete. Alternatively, in the original button that started the animation you could set a timer that runs the length of the animation then plays the action that resets the variable (I usually set this timer to a anywhere between .1 to .5 seconds after the animation finishes, not right at the same time just to be safe).2) Hide the button while the animation plays.If your button is a piece of art, create a copy of it. When the button is pressed, include code to hide the original layer and show the copy. The copy can be a button too or not, it doesn't matter. All that matters is that is doesn't play any actions when pressed so that the animation can't be restarted. The user will never know the buttons were swapped out while the animation played.Similar my other suggestion above, you can create an action that is called after the animation plays that hides the copy and shows the original button. This can play at the end of a linear animation or be called from a timer that was started by the button.However, this method works best when you use an "invisible" button (a shape set to opacity 1 that makes an area of the screen tappable to trigger an animation). That way you don't need a copy, just have the button hide itself when pressed and then show itself again after the animation plays with the linear action or timer call.I hope this all made sense.

    adriakuehnmg5524
    Participant
    in reply to: [FIXED] Scroll object stopped working version 2.3 #14709

    I played with the width settings to make it work. I found that instead of setting them to the width of a single object, I had to set it to the width of the group as a whole.

    adriakuehnmg5524
    Participant
    in reply to: [FIXED] Scroll object stopped working version 2.3 #14707

    Yep, that works. Thanks Alex.

Viewing 15 posts - 1 through 15 (of 109 total)

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