Kill the accelerometer!

GhostShipAppsGhostShipApps Member Posts: 81
edited November -1 in Working with GS (Mac)
Hi all, I was just passing by and stopped in gamesalad.com 1 month ago and I haven't leave since then. First curious, then impressed and now amazed.
I've been trying for 2 days with no luck, here is the question: Is there any way of stop the accelerometer working in the middle of a game?
Something like, if actor 1 overlaps or collides with actor 2 --> accelerometer stop working
Any clue is more than welcomed, thanks all.

Comments

  • mangaroomangaroo Member Posts: 419
    moralesimages said:
    Hi all, I was just passing by and stopped in gamesalad.com 1 month ago and I haven't leave since then. First curious, then impressed and now amazed.
    I've been trying for 2 days with no luck, here is the question: Is there any way of stop the accelerometer working in the middle of a game?
    Something like, if actor 1 overlaps or collides with actor 2 --> accelerometer stop working
    Any clue is more than welcomed, thanks all.

    i have not used the controls before but i would create a rule and have it triggered by the overlaps or collides u wanted. inside that rule put when attribute triggered = false [ insert all your accelerometer rules for the character control], and then it will be switched on only when the 2 actors dont collide
  • GhostShipAppsGhostShipApps Member Posts: 81
    Thanks so much, that makes sense. I'll try it now.
  • devjohnsondevjohnson Member Posts: 94
    I actually have something like this in one of my new games. I set up a rule that when actor is touched, I set an attribute, touched = true. I have another rule that says once touched = true the actor can move (just put move rules in).

    In your case you can make it something like if actor collides with actor 2 collision = true . Next rule, if collision = false include move rules, otherwise do nothing.

    Hope that helps.
  • GhostShipAppsGhostShipApps Member Posts: 81
    Thanks devjohnson, I'll continue with my trial end error and let you know if it works.
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