Touch event does not respond

charlieaf92charlieaf92 Member Posts: 84
edited November -1 in Tech Support
I initially ran into this problem in a game that I am working on and have tried on several versions with no luck.

The most recent test was taking an brand new 'cannon' template and only making 1 change - changing the cannon rule from mouse down to touch event down (see screenshot) - http://www.wohooirock.com/images/gs_cannon.png

I preview on both the computer and device and neither works. (I realize there is also an event up required to fire the cannon, but in this case it will not power/load on the touch down like it should).

Am I missing something elementary or is there some kind of bug? I've tried re-downloading and installing gamesalad with no luck.

Thanks in advance
charlie

Comments

  • reddotincreddotinc Member Posts: 653
    Shouldn't it be touch is pressed?

    That image link doesn't work?
  • charlieaf92charlieaf92 Member Posts: 84
    reddotinc said:
    Shouldn't it be touch is pressed?

    That image link doesn't work?

    Wow - fast response, thanks. The image should work now, please try again.

    I am currently using touch > pressed.
  • reddotincreddotinc Member Posts: 653
    No problem :)

    That is what it should be.

    When touch > pressed then _____

    What do you have in your rule?

    // Red Dot Inc
  • charlieaf92charlieaf92 Member Posts: 84
    reddotinc said:
    No problem :)

    That is what it should be.

    When touch > pressed then _____

    What do you have in your rule?

    // Red Dot Inc

    In this particular example it is the bone stock cannon game template. I have also tried in a completely separate project just changing a attribute from 0 to 1 and that won't work either - here is a screen of that project : http://www.wohooirock.com/images/gs_screen2.png
  • reddotincreddotinc Member Posts: 653
    Hmm.. I just went into that project and ONLY changed that rule to touch > pressed and it worked fine for me.

    What version of GS are you using?
  • charlieaf92charlieaf92 Member Posts: 84
    That's exactly what I did... I am using 0.8.9

    What version of leopard are you using? I am on 10.6.4
  • reddotincreddotinc Member Posts: 653
    10.6.4 too..

    Right try this..

    1. New Project
    2. Drag a blank actor the scene
    3. Edit the actor
    4. Change the colour of the actor to anything (red)
    5. Rule
    If actor receives event touch is pressed
    then
    change attribute self.Color.Alpha to 0
    6. Preview

    See if that works for me.

    // Red Dot Inc
  • charlieaf92charlieaf92 Member Posts: 84
    Hm... well that worked in a blank project.

    I tried repeating the steps in my existing project and clicking the new actor changes an attribute on another, unrelated actor....
  • reddotincreddotinc Member Posts: 653
    You must have something not linking correctly. Double check your attributes and rules. If you're still stuck then send it over to me at ed {at} reddotinc {dot} co {dot} uk and I'll take a look at it for you :)

    // Red Dot Inc
  • charlieaf92charlieaf92 Member Posts: 84
    I may have some insight as to what the problem is...

    I believe it is an issue with my screen size, camera size, device attributes... I think they are misaligned and causing the touches to line up in unexpected areas. I am developing this for the iPhone with iPhone4 graphics - what settings should I have for the following?

    Scene > Attributes > Camera > Size

    Game > Devices > Screen > Size (this one keeps changing itself to 825x784)

    Game > Attributes > Display Size (these are gray and not changeable and currently at 480x320)

    I have target platform set to iPhone landscape and resolution independence checked.

    Are there any other settings that I should be looking at?

    Thanks
    Charlie
  • charlieaf92charlieaf92 Member Posts: 84
    It seems that these two settings need to match for the touch event to respond

    Scene > Attributes > Camera > Size

    and

    Game > Attributes > Display Size

    BUT, I cannot change Display Size - it is locked in at 480x320.

    Also - it seems that Game > Devices > Screen > Size is only based on the current size of the preview window within GS editor and has no impact on the output of the game.
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