So, I installed and started using JavaFX, and the one test game I installed works...........sorta. Its playable, but takes up 1/8th of the screen. Filling a small square in the upper left hand corner.
Is there any way I can get that to enlarge, so that it is truly playable? Or is this the problem with Java on the HTC's?
Moved as not software release.
Related
Ok so I posted some bit's of this already but I have refined the original "Proof of concept" design to something a bit more useable.
It annoyed me that I could not see the buttons in Landscape mode but I could see the sides of the screen when it is set to Autoscale. This set me to try and make a pad that would fit into the tiny slivers of screen left in landscape mode with "Autoscale" set.
This pad needs to be used in "AutoScale" mode on a WVGA screen such as an HD or HD2 This setting leaves a slither of screen each side of the screen that I have used to show the button placement. Don't get me wrong, you can't fit a Dpad in that area BUT you can easily mark top and bottom left of it and that's a start.
I find that my thumb is a bit lazy and I struggle a bit to use a square DPad, because of this I have squished it a bit to a more suitable rectangular shape, have a go and tell me if it's no good - If you imagine that the visible "strip" at the side is 1/4 of the DPads width then you should get it pretty easily. Please take a look at the attached picture though, I have made this pad a slightly odd shape because I find that I use left and right a cack load more than I use up and down. It may not be great for all games but I have found that it suits my thumb better than a standard equal layout. If you hate it then try using my original pad found here: http://forum.xda-developers.com/showthread.php?p=6339454#post6339454
Other than this the Start (ST) Select (SE), A, B, R1 and R2 buttons are all visible at the edge of the screen!
Currently the GBA pad is the only one I have done but I could easily modify this concept to cover all of the different systems - The only reason I haven't is that I only really play GBA games on my phone.
There is a readme included but I'd like some feedback so please bring it on!
Hey man, good job. I like the v1 rather than this, i find it harder to hit the up arrow with the new one, but it's not the reason why i'm wiriting this.
Both your pads makes the game laggy when i tap the white (unassigned) space. Other pads I've tried never did that. Any idea how to selve this? Or am i the only one experiencing this lag?
is multitouch available for morphgear?
Phenomenon said:
is multitouch available for morphgear?
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It sure is you just need to download the tweaked version by blutz
xZdenis said:
Hey man, good job. I like the v1 rather than this, i find it harder to hit the up arrow with the new one, but it's not the reason why i'm wiriting this.
Both your pads makes the game laggy when i tap the white (unassigned) space. Other pads I've tried never did that. Any idea how to selve this? Or am i the only one experiencing this lag?
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Click to collapse
Hi I find that they all lag a bit, it seems to be the way that the Multitouch is implemented (I don't think it's Blutz, rather the original Morphgear crew), I find that when I have 2 buttons pressed all is fine but if I press NE and A (so 3 buttons reported to Morphgear) it lags until I release all buttons. This is just my laymans observation.
I could try producing an ultra light version to see if that helps... I think my skin is >2mb
Could you give me some examples of ones that don't cause it and I'll have a look, I wouldn't be overly surprised to find it was something I had done wrong. What we really need is the capacity to set white = NULL!
Hey all,
I have a small issue I can't figure out. I've been developing a game using flash. I have packaged it before for testing and it has worked fine.
I made some progress today and packaged it up for android just like before and it opens to a black screen with a tiny 5 circle loading pattern in the middle. I never goes past this. The files runs perfectly on my desktop.
Any help would be appreciated as I have no idea why it's doing this and i can't find any information searching google.
Thanks.
Call me crazy, but I'd like opinions from anyone using a Xoom or custom Honeycomb ROM.
I noticed on the unlock screen, the larger circle has a small "opening" with a lock in the same direction.
I think originally, the circle could only exit from that opening, and that was how you unlocked it. But to make it more user-friendly, before release, they allowed it to exit any part of the larger circle, without closing the "opening" in the larger circle or removing the lock image outside the larger circle. It's hard to explain, but if you look at the Honeycomb unlock screen, it looks like it was not intended to be unlocked by dragging in any direction, but by dragging only in one direction. This looks a bit different than the "rippled waves" version, because it was an iPhone clone, but it shows the same thing I'm explaining: http://ipodtouchtricks.net/wp-conte...oid-honeycomb-lockscreen-theme-for-iphone.png
EDIT: Maybe this would be better in the android themes section. Can a mod put this where it belongs?
Hi
has anyone managed to get heroes of order and chaos working on the transformer infinity. I side loaded it and when I start the game the image only shows in a small square in the top left corner.when i get into the tutorial the image is cropped and squished so when i touch the screen my character moves to a different area to where i touch.
Thanks
Greetings!
I'm looking for an old game I used to play around 2010 on my HTC Touch 3G with Windows Mobile 6. I installed a bunch of games from here, and I think this game came from here too.
It's a 2D game. The whole screen is black. There's a grey square somewhere (random) on the screen, and there are balls with random colors.
The balls constantly accelerate to the last place you touched the screen, as if there's gravity pulling from there. You could set the gravity point by tapping elsewhere on the screen, or by keeping the stylus/your finger on the screen and just dragging it.
The goal was to slam the balls into the cube by moving the gravity point. This destroyed the balls, and earned you points.
When all balls are crushed, the square changes to a new random location and more balls are introduced. I think the failure state was a time limit, but I'm not quite sure.
What was this game called?
I understand this is a long shot, but thanks for your time!