Wow, got gamesalad viewer working!

butterbeanbutterbean Member Posts: 4,315
Amazing ! I can't believe how great the game looks on there!

Now with the new GS download 0.5 version, we have multi-touch available right?

I'm soooo excited about this! Now I need to implement controls for her, how do we enable the default gamepad if I just want to run a quick test?

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Gamepad is gone - you have to make your own!

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • butterbeanbutterbean Member Posts: 4,315
    I remember you posting about this awhile ago, and you basically create actors with rules in them, and size the gamepad however you want right?

    I have rules set in there from awhile back in the actor left button:

    If actor receives event: mouse position is inside
    Mouse button is down

    Change attribute, game.moveleft to true
    Change attribute: Self.coloralpha to .25

    Do you have a set of rules or does someone have one they can post up here on a gamepad?
  • quantumsheepquantumsheep Member Posts: 8,188
    That actually sounds about right!

    Glad you got the viewer working - it's a real thrill, isn't it? :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    http://gamesalad.com/wiki/how_to_gsc_iphone_controls#how_do_i_make_use_of_multi-touch

    You only need the Touch-> Pressed condition now because there is still only one mouse press and checking for mouse button and mouse position
  • butterbeanbutterbean Member Posts: 4,315
    So the above rules I can X out now?

    Do I create boolean attributes for touchleft, touchright, touchup etc?

    If so, how do I assign those or can you give me one example of a rule or condition that I want the player to move left?
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Button 1:
    Rule: If Touch is pressed
    --Change Attribute: Touchleft is true.
    Rule: If Touch is released
    --Change Attribute: Touchleft is false
  • butterbeanbutterbean Member Posts: 4,315
    Is button 1 an actor prototype that you name?
  • quantumsheepquantumsheep Member Posts: 8,188
    You put the rule on the button. Which is an actor. You can put an image on the actor like an arrow to indicate direction.

    So on button (actor) 1 you put:
    Button 1:
    Rule: If Touch is pressed
    --Change Attribute: Touchleft is true.
    Rule: If Touch is released
    --Change Attribute: Touchleft is false

    OR you could put:
    Button 1:
    Rule: If Touch is pressed
    --Change Attribute: Touchleft is true.
    OTHERWISE:
    --Change Attribute: Touchleft is false

    You do this for all the buttons.

    Then on your main character, you put:

    If Touchleft is TRUE
    Move character to the left

    etc etc

    Hope that helps,

    QS

    EDIT - as a reference, the size of the d-pad buttons we used to have was 50x50 - sure, you lose some memory there, but if you go down to 32 they're too small to use effectively, and if you go up to 64 they're too large!

    In my humble opinion of course!

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

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