Best size for direction touch control

RiffelRiffel Member Posts: 1,272
edited November -1 in Working with GS (Mac)
My game uses the option to touch arrows to move the main actor, up, down, left and right. I'm using actors of size 60x60
Anyone have experience in this matter?

Comments

  • design219design219 Member Posts: 2,273
    I use invisible actors for touch control over a button graphic, that way the invisible can be larger if the button needs to be smaller. 60x60 should be good, but people get annoyed if they get off the touch zone, so if there is room to make the touch area bigger, I would try to make as large as possible so long as it's not close enough to affect another touch zone.

    _______________

    Nesen Probe http://itunes.apple.com/us/app/nesen-probe/id377766693?mt=8
    Tickle Stones http://itunes.apple.com/us/app/tickle-stones/id363484260?mt=8
    
Food Fight! (free) http://itunes.apple.com/us/app/food-fight/id352646643?mt=8
  • design219design219 Member Posts: 2,273
    Here is a screen shot of the invisible buttons (in my game Food Fight!) turned to visible (reduced alpha) so you can see the hit size.

    image

    The Jump and Throw touch actors are 80px wide by 40 px high.
  • HachikoHachiko Member Posts: 330
    Maybe you can have a big actor with a little sprite, but in the graphic attribute of the actor, instead of horrizontal and vertical "stretch", you set "fixed", and you have a big collision box with a little sprite. Or in photoshop you make the image canvas of the sprite bigger than the sprite. So you can do it all with one actor instead of two.

    If the actor can move in diagonal too, I'll use a joystick. If you want it only to move up, down, left and right, I'll use a joystick anyway, but that's me, it's more comfortable for me. Just make them bigger or smaller until you feel that they are ok and that it's not easy to make mistake :).
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