??? Question for Developpers ???
FGG
Member Posts: 3
I havent seen any big game yet, can the engine stand a project with lots of sprites, code ?
In the future, will we be able to change input for itouch uses on a project strated on the alpha?
In the future, will we be able to change input for itouch uses on a project strated on the alpha?
Comments
Right now the limit is 10MB for the upload of the game. If you look at Piryx Man there are about 224 sprites in there at once(a lot of them invisible). One for each street crossing, one for each building, the player, the player overlay, spawners, walls, minimap, tracker, music, etc. If you have VERY heavy code logic in your sprites, it will slow down, but we're working on improving that after we get the iPhone tool ready.
As for iPhone/iTouch, the input for screen touches are mapped to the mouse down event. There is also the optional left/right/up/down mappings and a "fire" button which is mapped to the spacebar. And of course, the Accelerometer is already available as attributes you can select.
Are the swipe mappable ? {is that the optional lef,right,up,down ?} ?
Off the top of my head you could track a swipe by the mouse up/mouse down (screen touch/not touched).
In an actor create the following:
Create a rule that checks for the mouse down event.
Store the mouse X/Y position in global or actor attributes.
Create another rule that checks for the mouse up event.
Check the difference between the current mouse X/Y position and the stored values and perform your "swipe" actions depending on the results.