hyperPad hyperPad Forum
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Search
    • Login

    How can I make a smooth d-pad

    Scheduled Pinned Locked Moved
    Help and Support
    9
    71
    6.2k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • iTap DevelopmentI
      iTap Development @Aidan_Fire
      last edited by iTap Development

      @Aidan-Oxley I think the problem was that if you Move the joystick diagonally, it would trigger two directions....like up and right. I actually didn't try it but that's what @Jack8680 said. If you were to get your joystick perfectly at like 45° I'm guessing it would trigger two directions for you.

      Also, if you look at @Stephenn's screen shot, his IF's were greater than's not equal's, which is why I said they wouldn't work right. Because some thing like 271 is greater than 270,180,90, and 0, so I think all his IFs would get triggered.

      Jack8680J 1 Reply Last reply Reply Quote 0
      • Jack8680J
        Jack8680 @Aidan_Fire
        last edited by

        @Aidan-Oxley moving diagonally activates two of the directions. With the way you have it, one of them gets priority based on which one activates last in the tick. This means that it might for example move up when you actually have it more to the right than up, I think there's about a 15° angle where both behaviours would activate.

        1 Reply Last reply Reply Quote 0
        • Jack8680J
          Jack8680 @iTap Development
          last edited by

          @Stephenn This should work:
          0_1493250473832_IMG_3207.PNG

          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
          • iTap DevelopmentI
            iTap Development @Jack8680
            last edited by

            @Jack8680 that is what I was trying to say to do, and probably failed lol 😂. I didn't think of what you did for the joystick down, but that's a good way to do it!

            1 Reply Last reply Reply Quote 0
            • S
              Stephenn
              last edited by

              Ok thanks for the help everyone.

              1 Reply Last reply Reply Quote 0
              • S
                Stephenn
                last edited by

                Ok so I have my joystick 0_1493289167232_IMG_1321.PNG if I walk into an object I kind of squish into it can someone tell me how to fix this?

                iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                • iTap DevelopmentI
                  iTap Development @Stephenn
                  last edited by

                  @Stephenn you could do this. Put the move behaviors in the "behavior off"'s and have each of the collided behaviors have one direction (up down left or right) selected. Now since the "stopped colliding" behavior doesn't have directions, you can just turn the move behaviors back on when the joystick moves in the opposite direction, since that would move it away from the object you hit.0_1493290353899_IMG_1866.PNG

                  @Murtaza why doesn't the stopped colliding have directions?

                  Aidan_FireA 1 Reply Last reply Reply Quote 0
                  • Aidan_FireA
                    Aidan_Fire @iTap Development
                    last edited by Aidan_Fire

                    I checked the screenshot I sent you, played the project and it works, there is no diagonal movement. Try it. @Jack8680 yeah but no one will notice it lol. Well I sort of do, but I don't really care, doesn't affect it in any major way.

                    1 Reply Last reply Reply Quote 0
                    • S
                      Stephenn
                      last edited by

                      Ok thanks

                      1 Reply Last reply Reply Quote 0
                      • S
                        Stephenn
                        last edited by

                        @Aidan-Oxley, or anyone, how did you change the value of the box container?

                        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                        • iTap DevelopmentI
                          iTap Development @Stephenn
                          last edited by

                          @Stephenn, any behavior output you put in the box container will set the value of the box container when the behavior runs . And you can drag as many outputs in a box container that you need.

                          1 Reply Last reply Reply Quote 0
                          • Aidan_FireA
                            Aidan_Fire
                            last edited by

                            0_1493336261810_IMG_3523.PNG
                            Press on the box container, then press on the symbol to the left of the default value.

                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                            • iTap DevelopmentI
                              iTap Development @Aidan_Fire
                              last edited by

                              @Aidan-Oxley I think this will work better, because with what you did you have to use the extra "set input field" behavior. For mine, When one of the add value's is triggered it will set the box container to its output automatically.0_1493340437316_IMG_1870.PNG

                              Aidan_FireA 1 Reply Last reply Reply Quote 0
                              • Aidan_FireA
                                Aidan_Fire @iTap Development
                                last edited by Aidan_Fire

                                @iTap-Development Yeah I'm still not used to that, I'm still stuck in the old way of using box containers lol before they let you have multiple storages.

                                iTap DevelopmentI TutorialDoctorT 2 Replies Last reply Reply Quote 1
                                • S
                                  Stephenn
                                  last edited by

                                  Ok thanks

                                  1 Reply Last reply Reply Quote 0
                                  • iTap DevelopmentI
                                    iTap Development @Aidan_Fire
                                    last edited by

                                    @Aidan-Oxley yeah I found it out by trying to put an output in the default value input field, and when it move up to its own input field I tried again and found you could do multiple. Lol

                                    1 Reply Last reply Reply Quote 0
                                    • TutorialDoctorT
                                      TutorialDoctor @Aidan_Fire
                                      last edited by TutorialDoctor

                                      @Aidan-Oxley I SOOO did not know box containers could do this. How do you access one of the values?

                                      Aidan_FireA 1 Reply Last reply Reply Quote 1
                                      • Aidan_FireA
                                        Aidan_Fire @TutorialDoctor
                                        last edited by

                                        @TutorialDoctor I'd like to know that too 😛 never used it.

                                        1 Reply Last reply Reply Quote 0
                                        • S
                                          Stephenn
                                          last edited by

                                          Does anyone know how I could make a 2x2 grid for a player to move on?

                                          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                          • Aidan_FireA
                                            Aidan_Fire
                                            last edited by

                                            Yes, look for my project on the hub called something like grid lock (although I don't think it works properly for negative coordinates). I think for that I would make the joystick player invisible and add a second scenery player that just moves to the invisible player, on a grid.

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post