Hi! I’m trying to debug some of the issues related to builds with @sashikknox godot builds. Now, he’s farther along (3.5.1) which ‘might’ adress some issues, but I’d like some feedback for the 3.2 builds I’ve done, since some odd reports have come in. In the main, that builds work fine on the xperia 10ii but touch input is broken on the 10 iii . I test all builds on vollaphone and 10ii otherwise, I wouldn’t release them
So far I’ve had 2 reports from 10 iii users that input is broken.
Molecules works fine AFAICS, but I find it very hard to play as the gaps/distances to unfriendly blobs are very small, so I can’t direct my blob very far until it dies. I.e. a game session lasts about three to ten seconds or so.
I feel this game should start out in smaller “resolution” to facilitate the imprecision of finger-operated touch screens.
Ok, this is something I can look at adjusting. Keep in mind, you just need to drag lightly anywhere behind ‘your’ molecule where behind is the direction you want to move away from. It can be anywhere on the screen.
Yes! That was the original version I turns out that with multi-touch / drag input it was not behaving as expected. One ‘should’ be able to a: detect pressed, b: discern dragging and c: detect release gathering the Vectors as one goes. Turns out it’s not that simple. BUT, I aim to get back to ‘drawing’ at some point. This is a compromise
Your description about covers how it should work. What’s ALSO missing is the ability to delete lines. Because they are so fine, it’s virtually impossible to detect touches on them and dragging across them hasn’t worked till now either.