"Sticky" Buttons, Plus some questions regarding Android's Future
RacetotheMoon
Member Posts: 323
Has anyone noticed inconsistent, or "sticky" buttons in their Android apps?
The most blatant occurrence of this in my game is after pressing the roll button. The roll action continues to be performed even after I release my finger. It's an incredibly simple routine, and runs flawlessly on every iOS game I've made with GameSalad up until this point and since the game in question is your standard line runner-type, timing and reliability of the buttons being fired is crucial.
There isn't that much going on at the same time, I don't think the cycle is being overrun. I was wondering though, since there is the delay issue with the sound, (which I don't blame GS for, I've read some things that make it seem like a very uphill battle for you guys). Could it be possible that a similar delay problems exist with the touch interface?
Is this a known issue? Are there any best practices for overcoming this? Is the team anticipating performance getting better for Android devices? Is that before or after they scrap LUA? Should we just wait to target IceCream Sandwich devices? Is there any performance benefit/detriment when running an app on your Kindle Fire that was build specifically using its template over using the standard android template? (other than getting the app to run in full screen) What is the difference between the different multitouch options at the time of publishing?
Best Regards,
The most blatant occurrence of this in my game is after pressing the roll button. The roll action continues to be performed even after I release my finger. It's an incredibly simple routine, and runs flawlessly on every iOS game I've made with GameSalad up until this point and since the game in question is your standard line runner-type, timing and reliability of the buttons being fired is crucial.
There isn't that much going on at the same time, I don't think the cycle is being overrun. I was wondering though, since there is the delay issue with the sound, (which I don't blame GS for, I've read some things that make it seem like a very uphill battle for you guys). Could it be possible that a similar delay problems exist with the touch interface?
Is this a known issue? Are there any best practices for overcoming this? Is the team anticipating performance getting better for Android devices? Is that before or after they scrap LUA? Should we just wait to target IceCream Sandwich devices? Is there any performance benefit/detriment when running an app on your Kindle Fire that was build specifically using its template over using the standard android template? (other than getting the app to run in full screen) What is the difference between the different multitouch options at the time of publishing?
Best Regards,
Comments
Just thinking out loud here as i haven't tried this but i wonder if adding a rule that says if touch count = 0 then change left and right to false would stop the sticky issue, maybe worth trying and if that doesn't work, wrap that in a timer of every 0 seconds.
I have a reproduction case for it. If you press and hold my turn left, then do the same turn right, then press shoot, when you release all 3 the character it stuck spinning left.
no issue on iOS
I'm using scene vars and the touch buttons set them via a timer very 0.03 seconds
This is as apposed to a constraint because I have dual mode gyro controls.
I don't know if this will help anybody but I was having the sticky button problem and I've fixed it on my device at least.
I have left and right controls either side of the screen and I just added a couple of extra rules-
when attribute 'left button is active ' is true
change attribute 'right button is active' to false
and vice versa
Hope this helps someone.
It’s not a bug – it’s an undocumented feature