Platform Movement Object multitouch problem

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  • Hey guys, I'm working on a platform game and I was wondering if anyone else had a similar problem to me and if anyone could help me fix it.

    I am using the platform movement object and have the app set to multitouch (with a multitouch object in the frame as well). I am not using the built in joystick object, instead I made a left and a right button to move. The wierd thing is, that when you hold down left or right AND tap somewhere else on the screen, the speed of the character goes down by about 50% and the animations mess up. Anyone experience this?

  • Try using multiple touch object and XTouch(..) YTouch(..) values to detect clicks inside your controls.

    Know also that deceleration of platform movement object is not working! (Works fine on simulator but not on iPhone) So you will need to set manually X Velocity to 0 to stop you toon. (when no input is given for example)

  • Iggy, I used the multitouch object for almost all the events, but I used (negate)"repeat while mouse button is pressed" to detect when my controls weren't being touched! I recreated the same event with the multitouch object, and it works like a charm :).

    A hundred thank yous dude!!!!

  • Hey Andos,

    Any update? I'm working on a game using platform movement object and noticed two issues.

    1) The deceleration doesnt work on the devices.
    2) There's a huge speed discrepency between horizontal movement and vertical movement as compared to the PC runtime. In other words, oncew running on a device or iphone emulator, suddenly the gravity and vertical speed seems the same as on the PC, yet the horizontal movement is much slower, roughly half speed. :(

    thanks

  • Hi Francois..

    I'm a bit swamped right now but will try to do so by some time tomorrow.

    I assume you mean the difference between the Y velocities between PC and ipod touch because the other issue (deceleration not working in platform movement object) is already known...

  • Hi again, I think I figured it out.

    I had a fastloop to check for collisions with the tops of enemies whenever the player was falling. Even though there were only about 10 enemies per frame, the fast loop seems to be what was killing the frame rate and therefore slowing movement down when the player was moving vertically.

    Once I figured out a way to replace the fastloop with a non-fastloop equivelent and capped the frame rate at 30 fps, it now funs smoothly.

    I'd read other posts about fastloops and events in general hitting the framerate quickly, but I'm surprised just how quickly. A 4 FPS hit for a 10 enemy fastloop is pretty painful. I really hope you guys manage to port and debug the for each extension so it works across all platforms.

    I'd read other posts

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