SYN TIP: Smarter and more forgiving button creation.

synthesissynthesis Member Posts: 1,693
edited November -1 in Working with GS (Mac)
I've got a simple but slick tip for you when creating buttons. Doing it this way will allow your game player (user) to have the opportunity to change their mind in mid-stream.

For example...Let's say you have a home button. The user taps the home button but decides at the last second to not want to go to the home screen. In a normal (touch >> release) rule...the function would execute as soon as the user lift their finger...no matter what.

FULL TIP HERE:
http://www.gsproforum.com/viewtopic.php?f=17&t=116

Comments

  • JackBQuickJackBQuick Member Posts: 524
    Good tip, synthesis. Thanks!
  • ShpintShpint Member Posts: 404
    THX!! Good idea!!
  • chosenonestudioschosenonestudios Member Posts: 1,714
    Could also use when touch is pressed. More instant gratification :).
  • THRSTNTHRSTN Member Posts: 178
    great tip thanks
  • JackBQuickJackBQuick Member Posts: 524
    I was finally able to get around to implementing this in my app and it works great. I also took BarkBarkCo's suggestion to change the image when touch is pressed (see Calm Down People!).

    I know that this is S.O.P. for a lot of developers but I was oblivious to this until it was pointed out to me :)

    Thanks again.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I'm fully aware that this is a Zombie thread! However, synthesis (there's a blast from the past!) suggested having this rule set:

    rule - when touch is inside
    -----rule - when touch is released

    This does not work for me now. Does anyone have a way to make this work? The idea is that if you press a button and release it while still over the button the button will fire. If you press the button and slide off of it the button will not fire (i.e. change scene).

    I would love to get this working in the open flow system.
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