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Mobile-Controlled Parkour

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screenshot of the scene

Author: 42flowermaster

Group: Default

Filesize: 277.8 kB

Date added: 2024-01-25

Rating: 5

Downloads: 2559

Views: 396

Comments: 19

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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This is just a test for mobile people. It may not work well on a computer since it only has one cursor, but people on mobile have multiple fingers to tap the on-screen keys better.
Last edited at 2024/01/25 21:26:11 by 42flowermaster
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(Q) How can it be improved, and what stage did you get to?
Last edited at 2024/01/25 23:40:39 by 42flowermaster
Wouldn't this work with a computer keyboard if you included the Left, Up, and Right arrow keys? They are close together so people can use three fingers to control the player character.
Xray - Yes. I keep on forgetting to include the Left, Up, and Right arrow keys. This scene only serves as a test (because people on mobile devices, such as tablets, do not have WASD keys ready for use on Algodoo), so not much computer improvement here. However, that can be an idea for a later parkour scene (finally adding Left, Right, Up, and Down keys) :)
It's a bit inefficient by making the keys constantly move without stopping until I press the stop button. But I understand the difficulty of programming. Also, there's no button to return to the checkpoint. And DID I JUST SEE THE PARKOUR TEMPLATE ON THE TOP LEFT?
this is too hard for me on a computer lol
but mobile? well that's a different story.
PizzaGuy22 - Well, you have to know this was made for mobile, where Algodoo cannot detect a player *holding* a key. That's why all conceivable actions on the mobile control pad are onClick events, and are inefficient on a computer.
42flowermaster -- "Holding" a key can be done with Thyme Script. I wasn't sure if you knew that.
42flowermaster - Yes, I know that, however, (for the something-th time), this is for mobile, and mobile players have no mouse, so app.mousepos is inaccurate. Also, keys.isdown("mouse_left") is kind of nonsensical for the clicking part, because, again again again, people who play on mobile have no mouse!!!! This is why every single event is an onClick event and it is forced to be particularly inefficient for computer (but not for people on mobile, who, again, have more fingers and can tap the screen more easily)
Yes, I totally get the fact that it's a game exclusively for mobile devices. I was just trying to think of a possible way that it can be played on a desktop computer without totally hacking up the game. But the more I think about it, the more I realize that you would need to create a separate game that can be played with a mouse and keyboard. Of course that would be your decision whether or not you wanted to do that.
Last edited at 2024/01/26 18:56:59 by Xray
Xray - Yes, I already did that - every single one of my previous parkour scenes is that separate game that can be played with mouse and keyboard. This scene was made for mobile for testing and completeness purposes :)
Awesome! :tup:
Hey, I have a parkour tower that may be released in the near future made by YOUR parkour parts, would you mind me uploading it? It's similar to your TOJ but much, MUCH harder.
AlwaysTheRealPQM - Yes!!!
This for iPad.
Mobile

Touch or more clicks to move? iPad?
Toggle on
Can you pls subscribe to me? cuz i have 0 subs:(
If you could make it so that you can hold the buttons to move and stop holding them to stop
Nugget123 - Well, the only way I could do that is detect the MOUSE_LEFT event, but there is no mouse on mobile. If there were a way to detect mobile mouse-up, (because onClick detects mouse-down events), holding the buttons could be detected, but I am not aware of such an option :(
I beat the game [with WASD] with the cliking things its like geometry dash lol