Help with doodle game control

goliathgoliath Member Posts: 1,440
edited November -1 in Working with GS (Mac)
Hey guys, I am sorry to ask this as I am certain it's an easy fix (although nothing is easy right) but I am currently using toastkittens excellent doodle jump template and I can't figure out how to control the actor using the phones accelerometer.

I am guessing that a constrain attribute would be the most responsive, I just need a little help with this and I will be on my way. Again, sorry for the (hopefully) easy question, I still feel like I have so much to learn. Thanks guys.

Comments

  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    It's a simple rule.

    If accelerometer x > 0.1
    constrain attribute self position x to self position x + whatever
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I also have a demo that uses what hunn is talking about. I think it is called "silky smooth" control or something. Just check my profile.
  • ToastKittenToastKitten Member Posts: 360
    If you're holding landscape:

    Constrain Attribute: self.Motion.Linear Velocity.X
    TO: game.Accelerometer.Y*500

    If you're holding landscape:

    Constrain Attribute: self.Motion.Linear Velocity.X
    TO: game.Accelerometer.X*500

    If the actor is going in opposite direction for any of these, just change 500 to -500

    Hope this helps!
  • 777ideas.com777ideas.com Member, PRO Posts: 895
    Hey Toast Kitten I emailed you last week but no response so I will ask the question here I was trying your demo out the doodle jump portrait mode and I was trying to convert your iPhone doodle jump portrait to an iPad version but it didn't come out working right ,,do you have any solution. It will help me out a lot

    Thanks
  • 777ideas.com777ideas.com Member, PRO Posts: 895
    Does anyone have a solution for playing Toast Kitten doodle jump portrait demo and converting it the iPad format.
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