SYN TIP: Smarter and more forgiving button creation.
synthesis
Member Posts: 1,693
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
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
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.
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.