a feature got added that we’ve been wanting this whole time. woo hoo!
yeah it does for clarification
Taile Gamougg Mouse Slayer players are gonna have fun today
Can someone hypothetically make an fps shooter now?
that was actually already possible before
Note that touch only works on mobile browsers and will not be detected by pc atm, but you can still test it by using a mobile browser test in the browser console.
As for tracking individual drags with object tracking, here are my multi thumbsticks example for this new behavior:
Flowlab Game Creator - Mobile Thumbsticks
Will it work on my touchscreen laptop? Its a normal Windows 11 computer but it has a touch screen
This is amazing for mobile great work on the update! Can’t wait to try them out.
I do have a questions, would it be possible to implement a scroll wheel trigger that acts like the pinch-to-zoom?
I don’t think so. It has to be on a mobile browser because that’s how it detects the behavior.
Upon my first try using this, everything seems to work mostly fine (the multi-touches for instance); however, I noticed a few potential issues already:
-the game coordinates do not output correctly when the camera is zoomed (same with MouseMove I think)
-pinching still triggers one of the touches as a drag (or both, I can’t tell), so using it for, say, camera zooming may cause issues if drag is tied to something else
-the pinch % resets to start at 100 each time, which is nice except that it then requires extra code to tie it to camera zoom (so that it starts from the current zoom instead of 100)
-the background repeat still doesn’t work correctly with zoom (not specfic to this update but I figured it’s still relevant since pinch to zoom has been added)
Example
I made a quick tap & drag camera example, where some of the above issues are addressed but not all: Flowlab Game Creator - Top-Down Shooter Testing
Thanks for testing out the release @thebrickccentric!
It behaves the same as MouseMove, yes - they should probably both be adapted to compensate for camera zoom, so that you don’t need to do that manually.
This is an intentional part of the design - using one gesture trigger does not negate or disable other blocks. The current behavior enables you to e.g. drag with one finger, while also pinching or zooming with the other.
This is also by design (rotate is the same way). The behaviors do not try to keep a history of different gestures and append the outputs over time. It does mean that the zoom or rotation must be manually stored when the gesture is complete, as you mentioned.
Yeah this is still a known issue, unfortunately.
How do you test the gestures on PC?
that’s the neat part, you can’t
not really neat tho since I can’t use my phone (it’s an iphone)
it was a joke, it’s definitely not neat
Why can’t you test with your phone?
- Open game on your computer
- Click QR code icon under game
- Point iPhone camera at QR code and click link
- ?
- Profit
Here’s a test game to try, I just tested it on my iPhone & iPad both:
My phone is broken too so I just can’t play my game anymore…
NICE UPDATE!
You can test it on pc if you reload the page with handheld mode turned on in the console.
(The blue icon next to element)
Heh, I think it might work because my PC is touchscreen.
(Would it work?)