Members - Reputation: 104
Posted 13 January 2012 - 10:49 AM
Note, this is for devices that don't have physical keyboards/buttons, such as the Galaxy S2 or the Nexus. Devices with keyboards or pads would obviously use them, unless the user opted otherwise.
Members - Reputation: 100
Posted 16 February 2012 - 05:44 AM
I have tried the accelerometer approach in a couple of games and also done that my self, and some times it works quite okay, other times not so okay.
Members - Reputation: 557
Posted 17 February 2012 - 11:45 AM
For the right hand controls, they can either be completely different or often are just a derivative of what is going on with the left stick/left side of screen controls, with perhaps differentiation only on based tap/double tap, boundary of deflection limits and of course - the in game action it's applied to.
I would actually consider tap/double tap for jumping or different types of jump - due at least to these actions being surprisingly intuitive and often more so than movement or deflection (virtual stick deflection).
I'd also consider that some platformers only need left/right for movement, but you could also control the duration or a jump via the up on the left side (up deflection), or also experiment with up deflection on the right side (potentially in combination with tap/double tap derivatives).
In some ways, I'd also say...why ask a question like the one you've asked? You mention you've tried accelerometer stuff in the past. Keep trying different things - through experimentation and iteration the best methods will rise to the surface. Not only will this make the game better, but the experience personally gained from such a process makes you a much better designer and implementer.
Crossbones+ - Reputation: 1499
Posted 23 February 2012 - 06:56 AM
The control scheme I was planning was:
Fixed to Landscape view
neutral - move forward
tilt right - run forward
tilt left - slow/run backwards
flick up - jump
flick down - slide
with potentially 2 to 3 buttons on either the side of the screen to active power ups.
"Fate and Destiny only give you the opportunity, the rest you have to do on your own."
"The people who don't enjoy life are the ones who don't get the joke."
The Aspiring Writer
Current Projects: Day 0 - prototype post apocalyptic survival game - Design V2
Upcoming Projects: Sanctuary Zero - post apocalyptic survival game - Design V2
Non Game Projects:
- Pocket Financial Assistant - android app - Personal Finance Organizer and Budgeting Manager.