Comments (8)
Started working on this.
For now I think the best we could do is to have the movement on the left side (left, right), and any action on the right (jump, sprint, crouch, shoot)
Here's what I have atm. I'm trying to test it out on my phone before pushing :D
I think it would be neat if we could either set the opacity of these buttons, or have a blank space.
One other thing that I was thinking on is to have a line of buttons for crouching, sort of like this:
<- | -> | |
---|---|---|
Crouch+Left | Crouch | Crouch+Right |
Basically an 8 directional d-pad, where we only use 6 buttons for now, and 8 once we need up for climbing and such.
I'm willing to keep working on this, but want to get out a basic version first, just so we have mobile support
from a-little-game-called-mario.
(Why not just move and crouch with single D-pad on the left side of the screen? Because that's harder to use reliably on a touch screen. I don't have a platformer example handy, but here's a few mobile browser D-pads to try out: 8dir1, push3)
from a-little-game-called-mario.
you need to jump pretty often so dragging again and again might get tiresome, also you don't need to crouch as much, so I think you should be able to tap to jump (and hold to high jump)
i'm not sure what the best way to crouch would be
from a-little-game-called-mario.
@KelseyHigham thank you for opening this issue and sharing your prototypes!!! a major pillar of this project is lowering barrier of entry - obviously for ppl who want to contribute but ALSO for ppl who just want to play. mobile support is critical imo! (also......as someone who learned to make games in Construct 2, props for making those things in C3 🙌)
@Luminighty this rules!!!!!!! i appreciate you taking initiative on getting something implemented! even if it's not 100% where we want it, once there's a place to start, it's much more likely others will pick it up and run with it (see: literally every other part of the game lmao)
i think it would also be rad if you could do some kind of device check on load so the touch controls automatically show if you're on phone and hide on non-touch devices (i think godot probably has some built-in functionality to check that?)
from a-little-game-called-mario.
@iznaut Thanks! There is an Emulate Touch From Mouse setting, which enables the buttons :D
I wanted to try running it on my phone to see if it works, but it takes forever to download the Export Templates.
Would it be okay if I push it, and just hope for the best?
from a-little-game-called-mario.
fwiw, i think godot is able to do some sort of "web preview" on your local network so you could just run the test build in-engine and try it on your phone via wifi
it might be a little more complicated to set up than that but i would be happy to help you figure it out if that would be helpful (probably a good candidate for another "how-to" for everyone to benefit from.....)
feel free to submit a PR! anytime a PR goes in, a test build is automatically published so we can see if it works before merging into the main branch 😊
from a-little-game-called-mario.
Worked on it a bit more today :D
We need to fix the pause menu because currently you'll just get stuck, also it feels like holding down the button can cause some lagg?
from a-little-game-called-mario.
This issue has been automatically marked as stale because it has not had recent activity. You can comment on this (or do anything else) to keep it open, otherwise it'll be automatically closed in one week. Thanks!
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