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AppGameKit Classic Chat / AGK Virtual Joystick Performance problem in tablet ...

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ProfVersaggi
12
Years of Service
User Offline
Joined: 6th Apr 2012
Location: Maastricht Netherlands / Chicago, USA
Posted: 5th Oct 2012 13:35
I'm going through the Hand on AppGameKit Basic book from Digital Skill, and on page 521 they issue a warning that says the virtual joystick control mechanism doesn't work very well on a tablet and another control mechanism should be adopted instead....

Does anyone have any experience they can led to the issue? Has this problem been resolved? Any workarounds? My Game would benefit greatly by using these so I'm quite interested in researching this.

Many thanks in advance!

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From the Desk of Prof Versaggi ...
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 5th Oct 2012 18:13 Edited at: 5th Oct 2012 18:14
Make your own multi touch buttons instead like on old snes/genesis pads.

I use this for my 3 direction buttons in my game and works very well.



Its as simple as detecting sprite hits when user touches the screen.

This do i use in the main code to check wath button is pressed.

REM // On mobile device //
Multi_Touch()
Move_Direction# = BT_Left_State + BT_Right_State
Jump_Direction# = BT_Up_State

Move_Direction# is either -1 or +1 in my code 0 means no button press at all..

The built in buttons is not multi touch and will only detect a single button press at a time.

And virtual joystick is not that good actually but works.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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