It worked really well on my huge screen, but the viewing angle is wild. You don’t need motion sickness to feel it
I played up to level 4, where you fall into the... mud? Then I pressed Escape to answer a call, and it quit the game
Hello, for a change of Android bug hunting, I converted this Godot water shader by Verssales to ZGE. I'm pretty happy with how it went :lol: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" GLBase="1&...
I decided to start deactivating features from top to bottom, and I might have a breakthrough: the 64-bit version of ZGE *doesn’t seem* to crash randomly when ZApplication / UpdateScreen is deactivated. I tested my game extensively on the Retroid console using the physical buttons and listening to so...
I saw your example with Jet Set Radio years ago, but I hadn’t thought about it in this context. It’s not exactly what I’m trying to achieve, but I’ll give it a try. It’s a simple approach, so it might work well
I’d like to be able to see the player when a large object comes between the camera and the player. I think this involves two different problems: Rendering when the camera is inside an object Currently, when the camera is inside an object, the interior polygons aren’t rendered, or they appear solid i...
In ZOpenGL.pas, is there a reason why this is deactivated? {$ifdef android} //SetExceptionMask([exInvalidOp, exDenormalized, exZeroDivide, exOverflow, exUnderflow, exPrecision]); {$endif} I tried uncommenting it, but it doesn't solve anything. But if it is not useful, then I don't think this is need...
I just tried with threads disabled. Then thread disabled and Platform_GetCpuCount returning exit(1). It still crashes with the same error message. I made a list of all the functions in ZPlatform_Android.inc, and I'm trying to disable them, or return a fake result, to see if I can narrow down the ori...
I've been playing with the -C option for the compiler. -Cr Range checking With this, the app crash right from the start: Build fingerprint: 'google/cheetah/cheetah:14/AP2A.240905.003/12231197:user/release-keys' Abort message: 'Scudo ERROR: corrupted chunk header at address 0x20000797259d8d0' #00 0x0...
Yeah, that's what I thought by watching the memory charts. They seem good and stable. Even when the app crash. So I really don't know... Just displaying this bitmap expression crashed twice after a few seconds but a lot of tries. No external libraries. int u = round(X*31), v = round(Y*31); if(u == 0...
Every simple tests that I made can crash on android 64. Sometimes right away, sometimes after a few seconds. The fewer things going on in the ZGE project, the fewer chance it gets to crash. Today I managed to track the memory consuption of a ZGE app on Android. For that, I needed to add <profileable...
I suppose replacing the last remnants of MethodV makes sense. So in ReadAssetFile I replaced: Buffer := Env^.CallObjectMethodV(Env, Jobject(AndroidThis), Mid, C([Env^.NewStringUTF(Env,FileName)]) ); by Buffer := Env^.CallObjectMethodA(Env, Jobject(AndroidThis), Mid, C([Env^.NewStringUTF(Env,FileName...
So I’ve been running tests for days, and the 64-bit APK still crashes randomly. Sometimes it even crashes during the disclaimer screen, when nothing is running in the background yet. Also, when I run the game again after a crash, sometimes names disappear from the high score table. That’s strange be...
All right, I think I found the last culprit :lol: I was still initializing SunVox, even though there's no more music in the game, while waiting for me to finish composing the music (on FamiStudio, it's complicated). With SunVox entirely deactivated, it's been a good while since the game didn't rando...