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multitouch test

PostPosted: Tue Mar 01, 2011 10:13 am
by skydereign
I've come up with a way to bypass some of the multitouch problems gE has. Here's a small game I made to test it out. Let me know what you think, and if it indeed works for all you iphone devs. Currently the system I use can only be used for tap buttons, but I'm thinking of ways to bypass that. It may not be possible but, this at least allows for platformers and shmups like this.

Re: multitouch test

PostPosted: Tue Mar 01, 2011 1:11 pm
by again
I am wondering about this multi-touch issue people are having. What exactly is the problem ? I dont know because in my Raynium game many times you have to press jump,forward, and fire at this same time and I didnt have problems with it. What exactly is the issue , maybe if I understand I could help too. With alot the bosses in the game you have to press multiple buttons at the same time in order to defeat them. Here is a video.



Re: multitouch test

PostPosted: Tue Mar 01, 2011 8:28 pm
by skydereign
The problem is when you deal with joysticks. Since when dealing with joysticks, you need to use xmouse and ymouse. In gameEditor, there is only one xmouse ymouse variable, but it does technically support multitouch. What my demo uses is a joystick control while still being able to shoot. Your game does not do that, as you have all buttons.

Re: multitouch test

PostPosted: Tue Mar 01, 2011 8:42 pm
by again
Ok thanks for clearing that up . Maybe if the developer wants he can make it look like a joystick , but its really a d-pad. Just a thought. Like you stated d-pad multi-touch works , as evidence in the videos of raynium.

Re: multitouch test

PostPosted: Tue Mar 01, 2011 9:11 pm
by Game A Gogo
this is an issue that prevents me to even consider the iPhone market...

Re: multitouch test

PostPosted: Tue Mar 01, 2011 9:38 pm
by again
Well I hope this issue gets resolved for those who its affecting. Game a gogo I do hope you join the ranks as one of Game Editors elite iphone developers core. So far Game Editor has a excellent reputation with me and chai getting new and noteworthy honors and sonicfire getting app of the day on iphone media blog. With skydereign and omni-arts Iam sure they will reach this status soon. I do hope you can find a way to solve your problems , you would be a fine addition representing us.

Re: multitouch test

PostPosted: Wed Mar 02, 2011 9:34 am
by needaname
woah! why didnt you pm me when you made this? will you be releasing the code soon? ive wanted to be able to do joystick control since i started. very sweet and nice game too.

to the user again. joysticks are much different then a dpad. with a dpad you have to click the buttons up down and so on. with a joystick you are constantly adjusting it. if youre dealing with a pure left right plat game then it wont affect it too much though.

Re: multitouch test

PostPosted: Wed Mar 02, 2011 3:56 pm
by again
Actually I made Momo AlienStarcatcher and Raynium for iphone a while back. If you want to make that type of game just let me know what your able to do.

Re: multitouch test

PostPosted: Thu Mar 10, 2011 12:05 am
by sonicfire
i do have to agree, real multitouch is still not possible - this should be top priority!

Re: multitouch test

PostPosted: Sat Mar 12, 2011 9:58 am
by needaname
so...... you done yet? id like to know the secret cuz i know i cant do that..

Re: multitouch test

PostPosted: Thu Mar 17, 2011 12:48 am
by skydereign
There are still a few things I wanted to try, which would be nice if I remember what they were... but I've been pretty busy, so haven't had much time to work on any of my gE related projects. But, to achieve this effect, you essentially have to stop the button you are pressing from counting as a mouse press. What happens is when gE notices mouse movement, it will reset the xmouse and ymouse to that location. So the introduction of a new click will bring it to your click, which will mess up your joystick. But, if you can remove the click before the draw events start (they happen last), then the joystick will never know that the mouse variables changed. The only way I've so far come up with is destroying the button (and of course creating another on in its stead).

Re: multitouch test

PostPosted: Wed Apr 13, 2011 8:47 pm
by sonicfire
this is absolutely amazing! thanks for that :)