Here's what I'm trying to accomplish...and getting mixed results:
I'm going through a Canabalt-type tutorial that was originally created for PC and am trying to get it working on iOS. It only has a single control: jump. The longer the jump button is held, the higher the player jumps. Release jump button, plummet back to earth.
The tutorial uses "Platform" as the player movement type, which I am leaving as is.
I have the Frame set for Single Touch.
For iOS Joystick Device, I've tried both "Touch" and "None"
Here's the dealio:
The tutorial sets a condition for gravity with "Always Set Gravity to 70"
Then, when the player presses (and holds) the jump button, the tutorial creates a new condition for the player, i.e., "Repeat while Space Bar is Being Pressed" - Set Gravity to 20.
I have changed the above entry to "Repeat While Left Mouse Button is Being Pressed" - Set Gravity to 20.
Now, if I try this on my iPad, by just pressing and holding the virtual fire button displayed, the player just does a little jump with the 70 gravity.
HOWEVER, if I put a second finger ANYWHERE on the screen, the jump button seems to kick in the lower gravity, resulting in a higher jump. If I release the jump button, the player descends slowly, which is not correct.
HOWEVER, if I release my second finger from anywhere on the screen (but keeping the fire button down) the player drops faster and according to plan.
So, my question is: what's the deal with this mysterious second finger being required...?
Any help is greatly appreciated.