How should the user be able to control the object

osucowboy18osucowboy18 Member Posts: 1,307
edited November -1 in Working with GS (Mac)
Hey guys,

I am working on some modifications on my latest app iSubmarine. In this game, you must dodge the mines coming at you by navigating your sub up and down. Right now, the sub uses iCopter like controls. That is, touch to go up and release to go down. I have had some people say the movement is to "jerky" and quick. Instead they have suggested to make the sub go slower to make it look like its floating. I have also gotten several suggestions on how to make the sub move. Please vote in the poll above on which movement method you prefer and let me know why you chose this method by replying to this thread. By the way, here's the trailer below to give you an idea on how the game works.



Thanks for your help everyone :)

- Alex

Comments

  • RedlerTechRedlerTech Member Posts: 1,583
    I voted for iCopter, but what about accelerometer? If you know the math for accelerometer - http://gamesalad.com/forums/topic.php?id=16774#post-127647 it works great

    Matt
  • osucowboy18osucowboy18 Member Posts: 1,307
    Thanks for the tip Matt. Ya, I know how to do accelerometer stuff, but since I have used that in a lot of my other apps (all of them come to think of it), I thought I would go in a different direction with this one. But, I may end up using accelerometer if it is the best choice. Thanks again.

    - Alex
  • EastboundEastbound Member, BASIC Posts: 1,074
    Why not include a few that you like? Options are good.
  • osucowboy18osucowboy18 Member Posts: 1,307
    Eastbound said:
    Why not include a few that you like? Options are good.

    True, I tried using TSB's swipe video on the Cookbook, but the way I have the engine set up now, that looks like it would be a lot of work. Plus, after I got a little bit of it working, it didn't seem to fun. But I could see making it an option to choose how to control the sub. Thanks :)
  • RedlerTechRedlerTech Member Posts: 1,583
    In my opinion try your best to not use any of these. Come up with an original type of control like the developer of iCopter did or like Tshirtbooth did with Tiny Balls. I had never seen that type of control before. Be creative, have fun!

    Matt
  • osucowboy18osucowboy18 Member Posts: 1,307
    Thanks Matt. The only thing I can come up with is a enhancement to iCopter's controls. Combine the accelerometer with the iCopter controls. So the harder to tap the screen, the faster it moves up. The only problem is I have NO idea how to do this. Does anyone think this is a good idea or have the slightest idea on how to do it?

    - Alex
  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    I believe you just need to slow down the movement of the submarine. (like iCopter)
    Try playing around with the inerpolate behaviour to accelerate up and down. It would be cool if you could ease out the accelleration when going up/down. Understand what i mean? (this is just an option, i'm not sure if it would work.)

    Giacomo
  • osucowboy18osucowboy18 Member Posts: 1,307
    Oh, I never thought of using interpolate instead of move. That would create the "floating" look if executed properly. Thanks!
  • JeffreyShimaneJeffreyShimane Member Posts: 372
    Before I give my opinion on the control scheme, I'd like to make a couple of suggestions. Two things stand out to me that makes the submarine's movements look unnatural.

    1) When the sub goes up or down, I think its front needs to tilt up or down and not just have the whole sub move up and down while remaining parallel to the sea floor.

    2) The movement of the whole sub is way too quick. It doesn't feel like it's moving through water (which significantly slows the movement down).

    With those two points in mind, I think accelerometer controls would be the most natural fit. Whatever you choose though, just make sure they don't get in the way of allowing the player to play the game. If the controls don't work, it doesn't matter how original they are. You want the player to be fighting the enemies/obstacles in the game, not your controls.

    - Jeff
  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    @osucowboy18
    Yeah, that is what i thought ;)
    thinking about it again though, i'm not sure weather it is possible... i'm not sure you can interrupt an interpolate behaviour whilst moving....
  • osucowboy18osucowboy18 Member Posts: 1,307
    @Jeff: Good point. I can see making the sub angle a bit when its moving up. I DO plan on slowing it down to make it look more realistic.

    @giacomopoppi: I usually only use interpolate when fading in an actor using its alpha channel. I think a move behavior can be executed with interpolate, but I don't think it would be appropriate for this app.
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