Virtual Joystick: It's Alive


Back Again

That was easy! Okay, let me start at the beginning. Today's session is a quick and easy one. I started off by copying a bit of code I had already written out for my induction terminal interface. Then I modified it to work with the VJ I had already been implementing. With the show/hide code in place, it was time to test, and test I did!

At first, everything was looking good, but I couldn't exactly test it. My mouse wasn't interacting with the the VJ when it was on screen. Luckily, there's a project setting for that, "emulate_touch_from_mouse". Enabling that allowed me to actually test the VJ and it just worked straight up. There's still an error in my debug about setting "emulate_mouse_from_touch" but I'm going to leave that as it is for now. We'll see later if this is something I need to work on.

That's it!

For now, that's my session. I may come back later to do more, but probably not. It's a holiday, I have the day (mostly) off from work, so I'm heading out with my lady to have a date!

Edit:

In testing on mobile something has happened that completely breaks the game. The menu loads and everything but I can't seem to properly interact with it. I'm guessing it has to do with the setting above, but I have to wait until I have more time to fully test everything. Right now I'm in the back of a cab heading to the mall, not quite the right environment to debug my project.

After a little bit of thought I decided to try opening the project in the editor on my phone, I had only been launching it from the project selection screen. Turns out the changes made to the project hadn't fully updated even though I synced with git. Once I actually opened the project for editing it made whatever updates it needed and everything was working fine!

This is so amazing, the game is starting to feel "real". The simple addition of a virtual joystick just makes me excited to keep working. I have a lot more UI elements to add for on screen controls, but this is a huge win!

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