Green Throttle error on runtime

Analog values should be from -127 to 127 dual axis (analog sticks) and 0 to 255 on single axis (triggers)  What numbers are you seeing?

Those are the values we’re getting. They hit the maximum values noticeably before the stick hit’s it’s maximum range though. Beyond that they are capped at -127/127 as expected. When less than the cap the numbers flicker around quite a bit. This might all be as expected - just checking!

Interesting, I wonder if the calibration of your controller is off somehow.  Do you have multiple controllers to test with or just one?

We have 2. They seem to be the same. When we mapped the analogue stick positions to a position on screen a full rotation of the stick resulted in the pattern of a ‘rounded rect’ shape if that makes sense. Again, maybe that’s intentional, I’ve not done any controller code personally since my console days. Anyway, we’ve normalised it not to get the circle we needed.

Ahh yeah, only the cardinal directions should get the full -127 to 127.  The diagonal corners will be some lesser value and that is just a function of the way the hardware is built.

@roaminggamer You said previously that it didn’t work with 1101 and now you say you downloaded the latest version (1101) and it works. How could re-downloading the same build fix it?

I’ve just tried with 1106 on Win8 and I get the same error: App not installed (Galaxy S4).

@walter The original build.settings? You mean the version before you added in:

    plugins =

    {

        – key is the name passed to Lua’s ‘require()’

        [“plugin.greenthrottle”] =

        {

            – required

            publisherId = “com.greenthrottle”,

        },

    },    

@spideri,

Yes, and No.  I stated that I tried 1101 on Mac and it didn’t work.

My path was:

  • 1089 Windows (FAIL)

  • 1101 Mac (FAIL)

… wait

… Walter’s reply

  • 1101 Win (SUCCESS)

When Walter said “try the latest build”, and I saw that it was still 1101, I though, “Hmmm. Already tried it…well OK I’ll try again.”

So, just for kicks I downloaded and tried it (1101) on the Window build (my preferred work environment) and was pleasantly surprised when the app installed and ran.

Again, I was surprised, but I’m guessing there was a tooling change on the backend (Corona Labs side).

I have not gone back and tried 1101 on Mac.

Please try this APK and see if it installs for you: http://downloads.roaminggamer.com/fire/em.apk

This is the one I last built with Windows 1101.

Note: Ignore the name of the path.  I  used to develop on my Kindle Fire and never got out of the habit of placing binaries in the ‘Fire’ directory.   This was built using the ‘generic Android’ build option.

-Ed

@roaminggamer Thanks, you build installs just fine for me.

I rolled my Corona SDK back from 1106 to 1101. I still get “App not installed”.

I redownloaded the latest pong sample just in case I changed something while trying to get it to work. No change.

Did you use “the original build.settings” as Walter suggested? Which one?

@Spideri,

Hi.  Sorry, I’ve been offline for a bit (and it looks like you and I are in different timezones?)

Anyways, here is the exact code I built:

http://downloads.roaminggamer.com/fire/Pong-Greenthrottle-master.zip

I hope this helps.

One more thing.  I went and cleared out the ‘Corona Simulator/plugins/’ folder (near Sandboxes ) just to be safe and to get a new download of the plugin.

-Ed

Clearing out the plugins folder was a very good idea but it didn’t help. Once it downloaded the greenthrottle plugin zip I had to manually extract it to fix the console errors. I’m still having the same ‘app not installed’ problem.

No luck with your code either. I get the feeling I’m being stupid but it’s odd how your same error went away like that.

My colleague has tried building it on the mac mini with the latest build (1106). I downloaded the build he made and it installed fine!

So I’ve since tried with 1106 on my mac. I get the same error: app not installed. I also cleared out the plugins folder.

I’m beginning to think Green Throttle don’t like me. Help!

Tried build 1114 today. It’s now working fine. Would be nice to know there was a reason why.

We’ve noticed the values from the analogue sticks max out far before the maximum throw of the sticks though. Also, when held at an angle the value really flicker around. Is this a Green Throttle thing or does is it the plugin?

Ed, I hear you’re an optimisation ninja, can I pick your brains?

@Spideri,

re: First questions:  I can’t answer your initial general questions about the stick maxing out and flickering input yet.  On my list is to convert this template to Green Throttle, but haven’t started yet.

re: Second question: Sure, what kind of optimization problems are you encountering?  I’m not sure I’m a ninja, but a second  set of  eyes or an ‘alternate brain’ helps sometimes.  

Note: I can be contacted directly here if the topic/code is confidential or sensitive:  rgemail2.png

@spideri, I’ve fwd’d your question to the GT folks.

Analog values should be from -127 to 127 dual axis (analog sticks) and 0 to 255 on single axis (triggers)  What numbers are you seeing?

Those are the values we’re getting. They hit the maximum values noticeably before the stick hit’s it’s maximum range though. Beyond that they are capped at -127/127 as expected. When less than the cap the numbers flicker around quite a bit. This might all be as expected - just checking!

Interesting, I wonder if the calibration of your controller is off somehow.  Do you have multiple controllers to test with or just one?

We have 2. They seem to be the same. When we mapped the analogue stick positions to a position on screen a full rotation of the stick resulted in the pattern of a ‘rounded rect’ shape if that makes sense. Again, maybe that’s intentional, I’ve not done any controller code personally since my console days. Anyway, we’ve normalised it not to get the circle we needed.

Ahh yeah, only the cardinal directions should get the full -127 to 127.  The diagonal corners will be some lesser value and that is just a function of the way the hardware is built.