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Thread: Analogic Accelerometer?

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Analogic Accelerometer?

    Guys, what's the best approach with MMF to implement an analogic movement with accelerometer, taking into account the deadzone?

    Currently, in my game the accelerometer moves the ship digitally: either you move at full speed or you don't move at all. Which is a problem in sudden changes of direction: say you move right at full speed and the you move the x axis to the left, your ship stops for a couple of cycles before moving again at fullspeed to the left.

    Thoughts?

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    Re: Analogic Accelerometer?

    Timing variables? Every precise amount a time accelometer is in particuLar stage add/substract 1 from value. With max 5 anf min -5 it should give you some idea.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: Analogic Accelerometer?

    I see. It could work. I let you know the results. Thanks!

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