ZeroLuck wrote:
WindowsExplorer wrote:
can you release the current version now please?
Sorry, I don't want because:
1. You won't be able to open your own files now.
2. I first want to make rotating and scaling and graphic effects work.
(Because your projects are using them too!)
3. It has some glitches yet.
Do you understand me?
Yea.
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Try one of my projects. I don't have an android device so I'm unable to test.
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Dawgles wrote:
Try one of my projects. I don't have an android device so I'm unable to test.
Okay.
EDIT
Sorry. I can't test it.
Keyboard control isn't supported in the Android player
Last edited by ZeroLuck (2011-12-31 11:53:35)
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ZeroLuck wrote:
The player supports now nearly all feautures of Scratch.
My big problem is currently: The player is to fast! To fast for things like
Windows Explorer's "LOG" game .
I believe the Scratch "normal-speed" stepping rate is around 40-50fps. If your threads yield when Scratch does, just sleep max(0, 1000 / fps - deltaTime) when all threads have yielded or terminated.
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nXIII wrote:
I believe the Scratch "normal-speed" stepping rate is around 40-50fps. If your threads yield when Scratch does, just sleep max(0, 1000 / fps - deltaTime) when all threads have yielded or terminated.
Thanks!
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The rotate block seems to be turning backwards. :S
Is there meant to be a lack of keyboard input? I thought a lot of androids had keyboards.
Normal scratch framerate is 40fps btw
Last edited by Dawgles (2011-12-31 13:47:32)
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Dawgles wrote:
The rotate block seems to be turning backwards. :S
Is there meant to be a lack of keyboard input? I thought a lot of androids had keyboards.
Normal scratch framerate is 40fps btw
Do you know how many blocks scratch executes in a second?
That's the thing I want to know because my player has currently
over 1000 blocks in a second And I already use a Thread.sleep(1)...
I don't support Keyboard because you can't play a game with the Android keyboard.
That would be fail
But you can use the ask block to get user input... (It opens a Dialog in the Android player)
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Scratch can execute infinite blocks in a second. Normally, scratch pauses for one frame (at 40fps) every repeat/forever, but when in turbo mode it doesn't do this.
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ZeroLuck wrote:
Dawgles wrote:
The rotate block seems to be turning backwards. :S
Is there meant to be a lack of keyboard input? I thought a lot of androids had keyboards.
Normal scratch framerate is 40fps btwDo you know how many blocks scratch executes in a second?
That's the thing I want to know because my player has currently
over 1000 blocks in a second And I already use a Thread.sleep(1)...
I don't support Keyboard because you can't play a game with the Android keyboard.
That would be fail
But you can use the ask block to get user input... (It opens a Dialog in the Android player)
After loops & wait blocks (etc.) the thread "yields" until the next frame, when it continues executing where it left off. In turbo mode, the evaluator executes frames continuously until it exceeds a time limit, then repaints once.
In this way, there's no real limit on the number of blocks executed per second or per frame, it's just limited by the length of the stack and where the stack yields.
Last edited by nXIII (2011-12-31 16:21:38)
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nXIII wrote:
After loops & wait blocks (etc.) the thread "yields" until the next frame, when it continues executing where it left off. In turbo mode, the evaluator executes frames continuously until it exceeds a time limit, then repaints once.
In this way, there's no real limit on the number of blocks executed per second or per frame, it's just limited by the length of the stack and where the stack yields.
This helps me very very much!
I think I will make it like you say in the player.
This should solve the problem.
Thanks!
Last edited by ZeroLuck (2011-12-31 16:36:35)
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Will this work for older versions like 2.2?
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pwiter wrote:
I can help. I know java pretty well and i have a lenovo ideapad k1 with android 3.1. I also have the adb thing for it(delveolped some simple apps)
Cool!
But there is a problem: The source of the player is very big, more than 4000 lines code
It'll be hard for you to understand the code...
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I can't seem to get to WE's log game..... But paint.apk works well though I'm having trouble bringing the slider back, but maybe that's because I'm trying it out on my small screened phone? I tried this on the applet and it its too fast sometimes and keeps playing the sounds. Also, is there going to be a green flag and the stop button in the player? and finally, are you planning to support variable sliders? Btw seems like you're going full steam ahead! awesome!
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adityasm9 wrote:
I can't seem to get to WE's log game..... But paint.apk works well though I'm having trouble bringing the slider back, but maybe that's because I'm trying it out on my small screened phone? I tried this on the applet and it its too fast sometimes and keeps playing the sounds. Also, is there going to be a green flag and the stop button in the player? and finally, are you planning to support variable sliders? Btw seems like you're going full steam ahead! awesome!
Thanks for the sound bug report!
I will fix that now.
Add a greenflag and a stop button won't be a problem
(But I am not sure how It'll look on small devices...)
And I think I will support different Variables types!
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ZeroLuck wrote:
adityasm9 wrote:
I can't seem to get to WE's log game..... But paint.apk works well though I'm having trouble bringing the slider back, but maybe that's because I'm trying it out on my small screened phone? I tried this on the applet and it its too fast sometimes and keeps playing the sounds. Also, is there going to be a green flag and the stop button in the player? and finally, are you planning to support variable sliders? Btw seems like you're going full steam ahead! awesome!
Thanks for the sound bug report!
I will fix that now.
Add a greenflag and a stop button won't be a problem
(But I am not sure how It'll look on small devices...)
And I think I will support different Variables types!
Why didnt my log game work? Were there errors?
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WindowsExplorer wrote:
ZeroLuck wrote:
adityasm9 wrote:
I can't seem to get to WE's log game..... But paint.apk works well though I'm having trouble bringing the slider back, but maybe that's because I'm trying it out on my small screened phone? I tried this on the applet and it its too fast sometimes and keeps playing the sounds. Also, is there going to be a green flag and the stop button in the player? and finally, are you planning to support variable sliders? Btw seems like you're going full steam ahead! awesome!
Thanks for the sound bug report!
I will fix that now.
Add a greenflag and a stop button won't be a problem
(But I am not sure how It'll look on small devices...)
And I think I will support different Variables types!Why didnt my log game work? Were there errors?
The error is in my player...
Your LOG game is getting faster and faster and soon you aren't able to click
the falling blocks
(It's getting extremly fast, faster than you can see )
But I search the bug so it will work in some days!!
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ZeroLuck wrote:
pwiter wrote:
I can help. I know java pretty well and i have a lenovo ideapad k1 with android 3.1. I also have the adb thing for it(delveolped some simple apps)
Cool!
But there is a problem: The source of the player is very big, more than 4000 lines code
It'll be hard for you to understand the code...
I'll try my best to make sense of it
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