Rhindon's Forum Posts

  • I opened up chrome://flags and enabled WebGL Draft Extensions as well as Choose ANGLE Graphics Backend...thinking these two things most related to the issue I'm having. The preview is still running close.

    The following is what chrome://GPU says...

    Graphics Feature Status

    Canvas: Software only, hardware acceleration unavailable

    Compositing: Software only. Hardware acceleration disabled

    Multiple Raster Threads: Enabled

    Out-of-process Rasterization: Disabled

    OpenGL: Disabled

    Rasterization: Software only. Hardware acceleration disabled

    Skia Renderer: Enabled

    Video Decode: Software only. Hardware acceleration disabled

    Vulkan: Disabled

    WebGL: Software only, hardware acceleration unavailable

    WebGL2: Software only, hardware acceleration unavailable

    Problems Detected

    Gpu compositing has been disabled, either via blocklist, about:flags or the command line. The browser will fall back to software compositing and hardware acceleration will be unavailable.

    Disabled Features: gpu_compositing

    Version Information

    Data exported 2021-05-27T22:16:31.254Z

    Chrome version Chrome/90.0.4430.212

    Operating system Windows NT 10.0.19042

    Software rendering list URL https://chromium.googlesource.com/chromium/src/+/e3cd97fc771b893b7fd1879196d1215b622c2bed/gpu/config/software_rendering_list.json

    Driver bug list URL https://chromium.googlesource.com/chromium/src/+/e3cd97fc771b893b7fd1879196d1215b622c2bed/gpu/config/gpu_driver_bug_list.json

    ANGLE commit id ed5f62c36dc0

    2D graphics backend Skia/90 f1e4f21baf44e7c9cc0efbbba21c4ed6009686b3

    Command Line "C:\Program Files\Google\Chrome\Application\chrome.exe" --origin-trial-disabled-features=SecurePaymentConfirmation --flag-switches-begin --enable-webgl-draft-extensions --use-angle=gl --flag-switches-end

    Driver Information

    Initialization time 148

    In-process GPU false

    Passthrough Command Decoder false

    Sandboxed true

    GPU0 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,65764}

    GPU1 VENDOR= 0x10de, DEVICE=0x1f14, SUBSYS=0x50d31558, REV=161, LUID={0,65917}

    GPU2 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,65819}

    Optimus false

    AMD switchable false

    Desktop compositing Aero Glass

    Direct composition false

    Supports overlays false

    YUY2 overlay support NONE

    NV12 overlay support NONE

    BGRA8 overlay support NONE

    RGB10A2 overlay support NONE

    Diagonal Monitor Size of \\.\DISPLAY1 17.2"

    Driver D3D12 feature level D3D 12.1

    Driver Vulkan API version Vulkan API 1.2.0

    Driver vendor

    Driver version 10.0.19041.546

    GPU CUDA compute capability major version 0

    Pixel shader version 3.00

    Vertex shader version 3.00

    Max. MSAA samples 4

    Machine model name

    Machine model version

    GL_VENDOR Google Inc.

    GL_RENDERER Google SwiftShader

    GL_VERSION OpenGL ES 3.0 SwiftShader 4.1.0.7

    GL_EXTENSIONS GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_3D GL_OES_vertex_array_object GL_OES_vertex_half_float GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_instanced_arrays GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_ARB_texture_rectangle GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_texture_filtering_hint GL_NV_depth_buffer_float2 GL_NV_fence GL_NV_read_depth GL_NV_read_stencil

    Disabled Extensions

    Disabled WebGL Extensions

    Window system binding vendor

    Window system binding version

    Window system binding extensions

    Direct rendering version unknown

    Reset notification strategy 0x0000

    GPU process crash count 0

    gfx::BufferFormats supported for allocation and texturing R_8: not supported, R_16: not supported, RG_88: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, P010: not supported

    Compositor Information

    Tile Update Mode One-copy

    Partial Raster Enabled

    GpuMemoryBuffers Status

    R_8 Software only

    R_16 Software only

    RG_88 Software only

    BGR_565 Software only

    RGBA_4444 Software only

    RGBX_8888 GPU_READ, SCANOUT

    RGBA_8888 GPU_READ, SCANOUT

    BGRX_8888 Software only

    BGRA_1010102 Software only

    RGBA_1010102 Software only

    BGRA_8888 Software only

    RGBA_F16 Software only

    YVU_420 Software only

    YUV_420_BIPLANAR Software only

    P010 Software only

    Display(s) Information

    Info Display[2528732444] bounds=[0,0 2195x1235], workarea=[0,0 2195x1195], scale=1.75, rotation=0, panel_rotation=0 external.

    Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (sRGB/no-alpha) BGRX_8888

    Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (sRGB/alpha) BGRA_8888

    Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (WCG/no-alpha) BGRX_8888

    Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (WCG/alpha) BGRA_8888

    Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (HDR/no-alpha) BGRX_8888

    Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (HDR/alpha) BGRA_8888

    SDR white level in nits 80

    Bits per color component 8

    Bits per pixel 24

    Refresh Rate in Hz 64

    Video Acceleration Information

    Encode h264 baseline 0x0 to 1920x1088 pixels, and/or 30.000 fps

    Encode h264 main 0x0 to 1920x1088 pixels, and/or 30.000 fps

    Encode h264 high 0x0 to 1920x1088 pixels, and/or 30.000 fps

    Vulkan Information

    Device Performance Information

    Total Physical Memory (Gb) 31

    Total Disk Space (Gb) 1862

    Hardware Concurrency 16

    System Commit Limit (Gb) 36

    D3D11 Feature Level 12_1

    Has Discrete GPU yes

    Software Rendering Yes

    Diagnostics

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    bCanRenderWindow true

    bDDAccelerationEnabled true

    bDriverBeta false

    bDriverDebug false

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    bNoHardware false

    dwBpp 32

    dwDDIVersion 12

    dwHeight 2160

    dwRefreshRate 64

    dwWHQLLevel 0

    dwWidth 3840

    iAdapter 0

    lDriverSize 1473112

    lMiniVddSize 0

    szAGPStatusEnglish Enabled

    szAGPStatusLocalized Enabled

    szChipType Intel(R) UHD Graphics Family

    szD3DStatusEnglish Enabled

    szD3DStatusLocalized Enabled

    szDACType Internal

    szDDIVersionEnglish 12

    szDDIVersionLocalized 12

    szDDStatusEnglish Enabled

    szDDStatusLocalized Enabled

    szDXVAHDEnglish Not Supported

    szDXVAModes

    szDescription Microsoft Basic Display Driver

    szDeviceId 0x008C

    szDeviceIdentifier {D7B71AF4-43CC-11CF-9261-616AAFC2C735}

    szDeviceName \\.\DISPLAY1

    szDisplayMemoryEnglish 16276 MB

    szDisplayMemoryLocalized 16276 MB

    szDisplayModeEnglish 3840 x 2160 (32 bit) (64Hz)

    szDisplayModeLocalized 3840 x 2160 (32 bit) (64Hz)

    szDriverAssemblyVersion 27.20.100.9126

    szDriverAttributes Final Retail

    szDriverDateEnglish 12/22/2020 5:00:00 PM

    szDriverDateLocalized 12/22/2020 17:00:00

    szDriverLanguageEnglish English

    szDriverLanguageLocalized English

    szDriverModelEnglish WDDM 1.3

    szDriverModelLocalized WDDM 1.3

    szDriverName C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igdumdim64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igd10iumd64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igd10iumd64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igd12umd64.dll

    szDriverNodeStrongName oem99.inf:5f63e534c17b7cb3:iCML_w10_DS:27.20.100.9126:PCI\VEN_8086&DEV_9BC4&SUBSYS_50D31558

    szDriverSignDate Unknown

    szDriverVersion 27.20.0100.9126

    szKeyDeviceID Enum\PCI\VEN_8086&DEV_9BC4&SUBSYS_50D31558&REV_05

    szKeyDeviceKey \REGISTRY\MACHINE\SYSTEM\ControlSet001\Services\BasicDisplay

    szManufacturer Intel Corporation

    szMiniVdd unknown

    szMiniVddDateEnglish Unknown

    szMiniVddDateLocalized unknown

    szMonitorMaxRes Unknown

    szMonitorName Generic PnP Monitor

    szNotesEnglish There is a problem with Intel(R) UHD Graphics device. For more information, search for 'graphics device driver error code 22'

    szNotesLocalized There is a problem with Intel(R) UHD Graphics device. For more information, search for 'graphics device driver error code 22'

    szOverlayEnglish Not Supported

    szRankOfInstalledDriver 00CF0001

    szRegHelpText Unknown

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    szRevisionId 0x0000

    szSubSysId 0x00000000

    szTestResultD3D7English Not run

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    1

    b3DAccelerationEnabled true

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    dwHeight 0

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    lDriverSize 1050064

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    szAGPStatusEnglish Enabled

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    szChipType NVIDIA GeForce RTX 2070 with Max-Q Design

    szD3DStatusEnglish Enabled

    szD3DStatusLocalized Enabled

    szDACType Integrated RAMDAC

    szDDIVersionEnglish 12

    szDDIVersionLocalized 12

    szDDStatusEnglish Enabled

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    szDXVAHDEnglish Unknown

    szDXVAModes Unknown

    szDescription NVIDIA GeForce RTX 2070 with Max-Q Design

    szDeviceId 0x1F14

    szDeviceIdentifier Unknown

    szDeviceName Unknown

    szDisplayMemoryEnglish 24307 MB

    szDisplayMemoryLocalized 24307 MB

    szDisplayModeEnglish Unknown

    szDisplayModeLocalized unknown

    szDriverAssemblyVersion 27.21.14.6611

    szDriverAttributes Final Retail

    szDriverDateEnglish 4/11/2021 5:00:00 PM

    szDriverDateLocalized 4/11/2021 17:00:00

    szDriverLanguageEnglish English

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    szDriverNodeStrongName oem116.inf:0f066de3d2785c58:Section087:27.21.14.6611:pci\ven_10de&dev_1f14&subsys_50d31558

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    szManufacturer NVIDIA

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    szMonitorMaxRes Unknown

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    Log Messages

    [15100:17960:0527/151622.410:ERROR:gpu_init.cc(426)] : Passthrough is not supported, GL is swiftshader

    GpuProcessHost: The info collection GPU process exited normally. Everything is okay.

  • First, I understand that 3D Shapes are still new to C3 and there's a lot to work out. This may just be one of those situations where the 3D object needs to be further optimized. I don't know...

    I have a small number of layers on a very, very basic demo I'm trying to put together. All layers have their Rendering Mode set to 2D except for the layer that has all the 3D objects which is, of course, set to 3D.

    There are only three objects - my character, the instances of the 3D object, and blocks with the Solid behavior (to serve as platforms under the 3D object).

    At first, things seemed to run fine. But when I started to add an extra layer I noticed that successive Preview plays resulted in very slow playback, I came up with a loss of how to resolve this problem.

    I've closed the Preview window, I've restarted C3, I've also restarted my computer. I've checked Task Manager and the Preview window was definitely causing the most CPU demand but it never got above 50% total.

    Can anyone help me figure this out, please?

    C3 project file: drive.google.com/file/d/1bEjzueFLJ5FHme9x1VZsnlXhplKrrqAM/view

    The stick figure is the main character and the arrow keys are using the basic Platformer behavior for movement.

  • dop2000 Oh, I understand that the Stealing mechanic wasn't the actual issue (or part of it) I copied my original post here as is simply because that's how the game is currently set up and how I first detected the problem at all. I wasn't trying to ignore your feedback and I apologize if it came across that way.

    I just did as you suggested - removing MrSpy as an obstacle - and (WOW) that seemed to have solved the problem. There was a reason I added MrSpy as an obstacle but now I can't even remember what that was...or maybe I accidently added him when I intended a different object. Anyway...besides the point. It's working now.

    I also created a simplified .c3p file, however, and made two separate "enemy" objects with LOS and put two instances of each in the layout. I discovered that when two instances of the same object have LOS ranges that overlap, moving into BOTH fields of vision will keep both as TRUE even after you move out of range of one but stay in range of the other.

    So while MY issue is resolved, for now it seems, there is still a problem with LOS, as you said. I did file a bug report for that.

  • Good day!

    PRIMARY ISSUE: An instance of an object is not reacting to player input specifically after the player interacts with the other instance of the same object.

    Controls:

    Arrow Keys: Move the MrSpy_Move (invisible during gameplay) object.

    On-screen arrow keys: Move the MrSpy_Move object and make the MrSpy_Img rotate accordingly for the angle of movement.

    On-screen green button: Initiate theft of document from Guard when conditions are met.

    DETAILS: The character object, Guard_Steal (hereafter just "Guard") has a meter that appears over its head when the player character, Mr Spy comes within range and has line-of-sight (LOS) to the Guard and the Guard does not have LOS to Mr Spy. Using the on-screen green button, the player presses and holds the button to attempt to "steal" a document the Guard is holding. The meter indicates how long until that process is deemed complete. Any interruption - releasing the button, the Guard seeing Mr Spy, or Mr Spy losing line-of-sight to that Guard - will stop the process and the meter will go down.

    PROBLEM: Go figure, I had this working perfectly before...

    When you load the .c3p file, you'll see two instances of the Guard object. They should both be facing to the right and you can see the faint cone for those Guard's LOS.

    You can try to "steal" the doc from either Guard right away. To do so, make sure you see small green circles spawning around the Guards and shrinking smaller. That will tell you that you are in range and can attempt to steal. If the circles are red, that means you're in range but either you are in the Guard's LOS or you do not have LOS to the Guard, itself.

    The Guard on the left should initially react properly if you attempt to steal from him first. However, once you attempt to steal from the Guard on the right and then go back to the Guard on the left, the Guard on the left will not show any progression of theft. You can be completely out of LOS from the Guard, have the Guard in LOS by Mr Spy, and the green button is pressed down, but the Guard will not show its meter advancing. I've confirmed this through Debug Layout, as well.

    Both Guards start out essentially the same, so there's no reason they should be reacting differently - especially when the Guard on the left initially works the way it should.

    More info: Here is screenshot of the event sheet and a copy of the .c3p file.

    https://drive.google.com/file/d/1TsrqD13V4OapepCLXoKKIYCb07FN5Oir/view?usp=sharing

    Your insight would be much appreciated. Thank you!

    • Post link icon

    I'm going to go ahead and RE-post this in the C3-How Do I forum proper.

    Ashley, if you want to delete/lock this post, all good.

    • Post link icon

    OH!! Ooops. I honestly didn't see that I put this in C2. My mistake.

    As to Ashley investigating - naw, I know he won't look into it deeply without an official bug report. I was just thinking if there were any other suggestions for me to look at prior to a report. Either way, no worries.

    • Post link icon

    dop2000 Thank you for checking.

    (First, I'm confused as to why I should have posted this in the C3 forum. Maybe I'm missing something? Since this is an issue I needed help with, that's why I posted it here. Could you clarify, please?)

    Based on your debug, I guess the next thing to do is do a stand-alone test and submit this to the bug report on GitHub.

    Ashley If you have a moment, do you have any other suggestions or input before I post this to the bug report?

    • Post link icon

    Good day!

    PRIMARY ISSUE: An instance of an object is not reacting to player input specifically after the player interacts with the other instance of the same object.

    Controls:

    Arrow Keys: Move the MrSpy_Move (invisible during gameplay) object.

    On-screen arrow keys: Move the MrSpy_Move object and make the MrSpy_Img rotate accordingly for the angle of movement.

    On-screen green button: Initiate theft of document from Guard when conditions are met.

    DETAILS: The character object, Guard_Steal (hereafter just "Guard") has a meter that appears over its head when the player character, Mr Spy comes within range and has line-of-sight (LOS) to the Guard and the Guard does not have LOS to Mr Spy. Using the on-screen green button, the player presses and holds the button to attempt to "steal" a document the Guard is holding. The meter indicates how long until that process is deemed complete. Any interruption - releasing the button, the Guard seeing Mr Spy, or Mr Spy losing line-of-sight to that Guard - will stop the process and the meter will go down.

    PROBLEM: Go figure, I had this working perfectly before...

    When you load the .c3p file, you'll see two instances of the Guard object. They should both be facing to the right and you can see the faint cone for those Guard's LOS.

    You can try to "steal" the doc from either Guard right away. To do so, make sure you see small green circles spawning around the Guards and shrinking smaller. That will tell you that you are in range and can attempt to steal. If the circles are red, that means you're in range but either you are in the Guard's LOS or you do not have LOS to the Guard, itself.

    The Guard on the left should initially react properly if you attempt to steal from him first. However, once you attempt to steal from the Guard on the right and then go back to the Guard on the left, the Guard on the left will not show any progression of theft. You can be completely out of LOS from the Guard, have the Guard in LOS by Mr Spy, and the green button is pressed down, but the Guard will not show its meter advancing. I've confirmed this through Debug Layout, as well.

    Both Guards start out essentially the same, so there's no reason they should be reacting differently - especially when the Guard on the left initially works the way it should.

    More info: Here is another screenshot of the event sheet and a copy of the .c3p file.

    https://drive.google.com/file/d/1TsrqD13V4OapepCLXoKKIYCb07FN5Oir/view?usp=sharing

    Your insight would be much appreciated. Thank you!

  • Sure, I'll have a look.

    My apologies for the delay. I didn't get an email (or I missed it) saying that you had replied again.

    I went ahead and opted for a non-analog type of button scheme for this particular mini-game of mine. I decided it would simply work better overall that way.

    But I very much appreciate your willingness to help - that always means a lot to me. Thank you!

    I have about 3 or 4 different game modes for my game planned, so I might opt for analog-style controls for one of them. If I have further troubles, I will definitely contact you.

  • If doesn't work, share your c3p

    Yup...didn't work.

    Just to recap what I'm trying to do.

    1. Player touches Button_Alog_Stick (or "Stick").

    2. Stick is positioned to the player touch coordinates up to a maximum distance of 50 pixels from the Button_Alog_Base object.

    3. If the player's touch coordinates extend well past the Stick so that the touch isn't even within image boundaries of the Stick object, the Stick will still position accordingly from the Base to the touch and the respective angle. (So, basically, it's just a lerp detail which you helped with using min().)

    4. Once the touch is released, with or without the touch actually in contact with the Stick, the Stick will revert back to its neutral position (this feature is not yet added).

    Here's the link to my c3p file via my Google Drive: https://drive.google.com/file/d/1z7H66c9zPFrt6Mu31VreHfJ3mwVW7PiT/view?usp=sharing

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  • Below is my current setup for a mobile touch screen analog (angle only) control stick.

    The idea is that the Button_Alog_Stick (hereafter just "Stick") will track the player's touch movement up to a maximum of 50 pixels from its base starting position. However, it will still move around in terms of its angled position as the player's touch moves around and even if the touch extends past the Stick's 50-pixel range.

    So long as the player initiates the touch on the Stick image and maintains that touch, even if the touch is no longer actually touching the Stick image, it recognizes the touch is in effect and the Stick will track the angle accordingly.

    The problem is that I cannot get this to work. I've reviewed the Touch object specs and apparently Has Nth Touch and On Nth Touch End are for when two or more touches are active. I simply want to isolate when the Control Stick is touched, maintain that touch regardless if the Stick is still being touched or not, and then take certain action when that Nth touch ends. Instead, the Stick acts like it's not being touched at all.

    Any suggestions/resolutions I could try?

  • And oosyrag, thank you, too for your effort to help me narrow down the problem!

  • Well, HAWT DAWG, AllanR, you are a life-saver! That did the trick! Thank you so much!

  • Nope. Not using Scale Outer. Just Letterbox Scale.

    But the Layer reference for Touch wasn't something I was aware you could do! I'll give that a try...

  • To answer your question, no I haven't been using the ViewportTop/Left expressions. My mind is drawing a blank - how would you employ them according to what you're thinking?

    So this is the only event line I'm using so far. As mentioned, I've tried using Touch.X and Touch.AbsoluteX (the difference being the distance the Button_Alog_Stick object is positioned away from the Touch coordinate.

    Here is the layout with the Button_Alog_Stick object highlighted.

    And finally, the Buttons_Steal layer highlighted.