Virtual Joysticks Extension [3.1]

Justin

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Regarding the wiki page on using your own images, why do you have the restriction "Do NOT create subfolders inside the 'extras' folder!"?
For Live Support: Join our discord server and ping me @justin.
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robinschaafsma

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Regarding the wiki page on using your own images, why do you have the restriction "Do NOT create subfolders inside the 'extras' folder!"?

This restriction is only when you don't use the block "Set Image to". 
Extension will get the default outer/inner image thats store in the extras folder,  so the image can't be store in a subfolder when you don't use the block.

If you use the "Set image to" block, you can put the outer/inner images in a subfolder. The user should put "subfoldername/" before the image name.

I see that i put it in on the wrong wiki page, i have update the wiki pages, thanks.

Justin

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No problem. Good work on this!
For Live Support: Join our discord server and ping me @justin.
I'm most often available between 10am and 10pm Japan time. (GMT+9)


tigerteeth

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I downloaded imported and enabled the extension and the sample game, but there are some blocks missing: please see the screen shot. I can't see these blocks in the "extension" tab or anything! Any clues?

tigerteeth

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These are the only blocks i have.... there's a few missing!

robinschaafsma

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Yep, you missing some block.

Download new version 3.1 to fix this.

tigerteeth

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Robin, thanks so much! I've made a donation to your pot.

As you're taking requests, I thought I'd ask: would it be possible to make a grid based movement extension for the four-way joystick? The original pokemon games, for example, have four way movement, and constrain the movement of the character to a 32*32 grid. This means that when the joystick is released, or the direction of the joystick is changed, Mambo would continue to move until "remainder of  x position of self = 0" and/or "remainder of y position of self = 0". I've been trying to do this myself (I did it on with the original joystick behaviour, but I can't figure it out with your extension!)

tigerteeth

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I have done it myself now and I am totally having one of those I AM AN INVINCIBLE, BEAUTIFUL, GENIUS moments.

Minimo

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Having a problem with the older version of this extension:
 
I have a 'fire' button (actor) on the screen.  When the Joystick is held-down, the fire button is ignored... even with Multi-touch enabled.   But, when I hold-down fire and touch the Joystick, the Joystick is responsive.

Is the Joystick extension disabling Multi-touch ?  Has this issue been fixed in the new version ?




designpeg

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It may have something to do with multitouch being broken. see my post http://community.stencyl.com/index.php/topic,43735.0.html

It's a problem with the latest version of Lime, the lime team and stencyl team are aware of the bug so hopeful it'll get fixed soon.  basically, multitouch fires for every finger, so say you have two finger down and lift only one, touchend fires for both fingers. same with drag and touch start.

Minimo

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Thank you !
The linked thread is here:
http://community.openfl.org/t/ios-multitouch-problem-in-lastest-libs/6567

"fixed in lime 2.6.3, but must be rebuild native target libs after update."


« Last Edit: September 25, 2015, 08:50:15 pm by Minimo »

Minimo

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This extension needs one more block:

Joystick with ID __ is created

Sometimes I need to kill joysticks when moving to other levels, and scenes will crash if you kill a joystick that has not been created.

Code: [Select]
if Joystick with ID __ is created, kill Joystick.  Else Stop.

captaincomic

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Thanks Abliblablobla and robinschaafsma for the great work on this extension! We have added the blocks to Stencyl's core palette (in build 8849).

captaincomic

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This extension needs one more block:

Joystick with ID __ is created

Sometimes I need to kill joysticks when moving to other levels, and scenes will crash if you kill a joystick that has not been created.

Code: [Select]
if Joystick with ID __ is created, kill Joystick.  Else Stop.

I don't see this happening, and in all extension blocks, it checks first whether the joystick exists. Are you sure it's the killing of the joystick - could you show your code?