Has anyone figured out great tilt control for GS?

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Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    just tested it on my 2nd gen itouch and it worked perfectly. Tested it on my iPad and the movement worked fine but the calibration button didn't seem to respond (however this wasn't made for iPad so that could be it).

    This demo was made with 0.8.8 and the newest viewer is needed. Have you updated?
  • goliathgoliath Member Posts: 1,440
    maybe i just need to redo the project... for some strange reason only left to right works and not up and down....

    It's controls like Doodle jump but I need it to control all over the screen...
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    have you tried just opening the project and testing it as it is? See if that works before trying to put it in your project.

    Be sure to look very closely at the accelerometer X and Y when you put it into your project.
  • PhoticsPhotics Member Posts: 4,172
    Rob2 said:
    the big thing with a good tilt control is smoothing and inertia....look at low pass filters ;) but unfortunately GS simply can not do the kind of super smooth controls you will see from a native app.

    This is an issue for my book. I almost solved it. I've working on a better way to handle accelerometer controls... something more smooth.
  • Rob2Rob2 Member Posts: 2,402
    yeah unless you filter out the transients or spikes you always get a certain amount of 'flutter'
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I found the accelerometer useless for my game, despite endless tweaking. There are even a hell of a lot of flaws with dragging... don't even get me started on onscreen joysticks... LOL.
  • goliathgoliath Member Posts: 1,440
    So this thread pretty much sums up what issues i have been having with tilt controls....

    Despite Scitunes even posting a template titled "silky smooth tilt controls", I still cannot seem to get it to work,

    I have noticed when I upload 2 separate projects, they both only tilt left to right....

    I have noticed however that the "calibrate" button goes completely white and I am wondering if this has anything to do with it. Like I said, I have tried 2 completely different projects and still no dice. Someone please help!!
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I wish I knew what to tell you. I just now went to the shared projects section and DLed the demo, opened it, and tested it on my 2nd gen iTouch - worked perfectly. I am using the most recent version of GS and the most recent version of the viewer. I'm not sure why it isn't working for you. I am holding the device with the home button to the right.

    Hope you get it working!
  • ValanValan Member, BASIC Posts: 410
    tshirtbooth has posted a labyrinth ball demo controlled with tilt. Have you tried it out?
  • goliathgoliath Member Posts: 1,440
  • goliathgoliath Member Posts: 1,440
    @Valan

    no i havent.... is it on the shared templates?
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    send it to me at dan at scitunes dot com
  • ValanValan Member, BASIC Posts: 410
    Sorry, it's a youtube video.

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    TSB's labyrinth video is great when you need collisions (ie bouncing off of things), but when you don't need collisions (think doodle jump or tilt to live) using the constrain method in my demo is way better (IMO). The constrain method will not work at all when you need collisions, as in a labyrinth game.
  • goliathgoliath Member Posts: 1,440
    Thanks man, I'll send it over in the next day or so. I hope its just something simple...
  • goliathgoliath Member Posts: 1,440
    email sent.... if anyone else knows, please share!
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    @goliath - I think you sent me an .app file. I'll need the gs project file so I can see the behaviors and rules you are using.

    Send it anytime and I'll take a peek.
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