Another touching sensitivity problem (Light tap)

gmedina.172gmedina.172 Member Posts: 94
edited November -1 in Working with GS (Mac)
Well my game is based in tapping, I have the multitouch system working on it, but my tapping sensitivity is really bad, when I do a light tap the actor doesnt destroy, how do I make gamesalad to detect a light tap in my game so the actor will destroy?

Comments

  • POMPOM Member Posts: 2,599
    By Light tap what do you mean? like a rapid tap?
    If you have a rule that say ,
    when touch is pressed do
    A LOT OF THINGS

    Than you may have some problems ,
    Try to do something like this : create a self.attribute - boolean - call it "i was pressed"

    In your actor give a rule ,
    when touch is pressed:
    Change self.i was pressed to TRUE .

    Now make a new rule (NOT INSIDE THE TOUCH IS PRESSED RULE, BUT OUT SIDE)
    When self.i was pressed is TRUE
    Do bla bla bla.

    Check to see if this solves your "Light Tap" issue ;)

    Roy.
  • gmedina.172gmedina.172 Member Posts: 94
    so I do a boolean attribute when my actor is pressed change it to true and then that same attribute do another rule outside the touching rule saying that if the bollean attribute is true desty actor? I dont see how that will help my quic tap problem :S Im tapping at a fast rate with multitouch i already did the multitouch system but I need to tap it hard so it will destro what I want to do is to give it a quick tap in order to destroy, the thing is that sometimes the actor doesnt detect a light tap, I want it to be detected, suggestions? THank you so much :)
  • gmedina.172gmedina.172 Member Posts: 94
    I think sensitivity has something to do with this
  • POMPOM Member Posts: 2,599
    Hey,
    Unfortunately there is no such thing as sensitivity in the screen, you either touch it or not (you can imitate sensitivity with the accelerometer but that's way too complicated )
    Now there might be a problem with your multitouch system, what method did you use?

    About my suggestion with the boolean, let me explain,
    When you have a rule that say touch is pressed , it triggers only when you press the actor, meaning if you tapped the actor very fast, some rules inside the touch is pressed rule may not be triggered , cause the condition is not applied anymore.
    Using what I suggested tells the actor that it has been pressed,

    Now that the actor knows that it has been pressed it can perform all the action regarding if your finger is on it or not, I hope that makes sense.
  • gmedina.172gmedina.172 Member Posts: 94
    I put my touch count attribute=2 then in every actor i used a rule in which if touch count attribute is greater than 1 and equal to 1 AND if actor is touched, destroy actor

    so you say I should change my touch pressed for the boolean attribute? or I should use both in one rule and apply IF ANy of this is valid?
  • POMPOM Member Posts: 2,599
    Sorry but i did not understand ,
    why not simply put when touch is pressed:
    change "self.i was pressed" to true .

    and now a new rule :
    when self.i was pressed is true
    Do what you want (particles , animation bla bla bla)
    then make timer after 1 sec (or any delay you want) -> destroy

    (if you don't do any animation or particles , no need for timer simply destroy)

    what causing you to use the multitouch system you built?

    Roy.
  • gmedina.172gmedina.172 Member Posts: 94
    Thank you so much, I get your point well my game is about destroying balls to make point, but lots of them appear so you need to use a multitouch system using a touch count
  • POMPOM Member Posts: 2,599
    Touch is pressed is "multitouch ready" ,
    Meaning even if you put 2 fingers on the screen and use the 3rd finger to tap your balls it should work fine , try it before you are messing around with multi touch .

    Roy.
  • gmedina.172gmedina.172 Member Posts: 94
    hey i was wondering if there is any choice to increase the range where touch can be pressed to destroy an actor but without increasing the image size? (actor size)
  • POMPOM Member Posts: 2,599
    The way i see it in your project you constantly spawn the actors you tap so its a bit of a problem ,
    You need to make the actor bigger , and make your image "bigger" but keep it in the same size , and use transparent for the extra .

    Roy.
  • gmedina.172gmedina.172 Member Posts: 94
    how do I use transparent for the extra? Other question and last one so I cant stop annoying you haha, How do you change the image of an actor when you already have an image in a actor, what I mean is to change the image of an actor that already has an image
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    gmedina.172 said:
    how do I use transparent for the extra? Other question and last one so I cant stop annoying you haha, How do you change the image of an actor when you already have an image in a actor, what I mean is to change the image of an actor that already has an image

    say you have a 40x40 image, and you want to have extra transparent pixels around to give you a bigger touch area. You would make a 50x50 transparent canvas (or any size you want) and center that 40x40 image in it

    and for your second question just use the change image behavior
  • gmedina.172gmedina.172 Member Posts: 94
    So I have to change all my actors rules and behaviors to that new transparent canvas or should I use the change image behavior? you are saying I should make a 50x50 size of the actor using opacity to 0, and how I add an 40x40 image to the actor?, should I import it from my computer so it wont do anything, the thing is that my actor already has the 40x40 image on it, can you show specific instructions to change it? and have a more touch area?
  • gmedina.172gmedina.172 Member Posts: 94
    The thing is that I have this 40x40 image, and I want to put it into a 50x50 transparent image, by being transparent it will only show the 40x40 image but its touch range will be bigger, any suggestions?
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    topics merged.

    Just use photoshop gimp or whatever image program you use
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