What's more expensive, a lot of if statements or pi?

Here’s a video showing the controller I put into it. I think it may work a bit better if I set the input area up to go a little bit beyond the picture of the controller. The biggest problem I have with it is the sudden stopping when I touch just out of the controller area.

Everything has been really easy so far, as far as the programming goes. It seems like the general layout of the screen has been the most difficult.

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Then don’t limit the area of the joystick, or only limit it to that half of the screen, and clamp the dist to whatever you want the max to be.

It’s doomed to failure :persecutioncomplex:

Cas :slight_smile:

I’m just going to expand it out a little and make that area be full speed running. The actual screen area without buttons is going to be used for ray picking which I already have set up.

lol. What should I do?

You’re making a game that is designed for a pc or console on a phone with touch controls

3D third person, walking around emulating a stick and a button

why do you emulate a stick and a button ? because they dont exist on a phone screen - why do you need them ? because the game concept is not something that is designed FOR a phone.

Look at “Superbrothers Sword & Sworcery” on the Android for just an example of making something for a phone and not a game that ic just coincidentally on a phone

I just fixed the controller and it actually controls alright. I’ll play around with it a bit more and see where it goes.

Cas and Cero are right though. Although I can tolerate games like JRPGs that emulate SNES controllers (e.g. games that aren’t twitch based), it’s just impossible to play action games with an emulated analog stick and buttons. The responsiveness is horrible, you accidentally miss the buttons all the time, etc. I end up fighting the controls more than the actual enemies in the game, and it’s just so frustrating I’ve simply given up on action games on phones.

Dude, you REALLY need to learn some basic vector math…

Play to the controller’s strengths: you’ve got fairly accurate instant positional ability (tap-to-walk), intuitive drag to scroll or rotate (two fingers) or just keep the player avatar central. That sort of thing.

Cas :slight_smile:

Thanks for the help everyone. My controller isn’t slowing anything down at all. I’ll play around with it, and try it on different devices to see how it handles. I’m sure I can come up with something that’ll feel right.