Ideas for the touch interface

4 replies [Last post]
Xeli
User offline. Last seen 11 years 12 weeks ago. Offline
Joined: 2011-03-21
Posts: 1

Hello,

As stated in this post: post I could use some help to come up with ideas on what to implement for touch screens.

Keep in mind I'd like to keep the amount of buttons on screen to a minimum.

I am looking forward to hear some ideas Smile

Xeli

gkn_112
User offline. Last seen 13 years 14 weeks ago. Offline
Joined: 2011-08-17
Posts: 1

hi!
I´d say doubletap for a long jump, tapping on a hog and swiping up for the high jump...

betancourt1
betancourt1's picture
User offline. Last seen 9 years 28 weeks ago. Offline
Joined: 2011-06-01
Posts: 35

I think the other way makes more sense :3 tap once jump once tap twice high jump twice and swipe I guess for long jump ...

davidbetancourt

RandomName
User offline. Last seen 13 years 11 weeks ago. Offline
Joined: 2010-06-04
Posts: 1

Pinch for zoom is a good idea, but what about screens that don't have multi-touch?
Most applications that support zoom solve this by having onscreen zoom controls that appear when the screen is tapped once.
This way you can minimize the onscreen buttons, or even remove them entirely and have them appear only when the screen is double-tapped or by tapping a single button that is oncreen.

RisunEtsija
User offline. Last seen 12 years 16 weeks ago. Offline
Joined: 2012-08-02
Posts: 1

I would do it so that the left side of the screen has a properly sized computer keyboard style arrow keys and have 2 buttons on the right vertically, on being jump and the other attack. Weapons selection should be implemented by touching top right of the screen and the navigation should be done the same way it was done in the demo video: touchpad style.

But the best way would be adding bluetooth keyboard support, make the all actions definable by the keys and have the weapon selection navigation done by arrow keys instead of mouse.

When the OUYA comes out, support for the OUYA controller would be very good.

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