Who needs those 99 cent piano app games from the eShop when you can make it yourself?! 😎 And better yet, turn your piano into a violin or meow-piano 🐈 Game ID: G 005 1V1 W34
together with a Location Sensor with the Frame of Reference configurated to Camera, the touch location can be used to touch things that apear in a moving camera
@@liammccartney6754 1. put the objects you want, a camera and a Location Sensor for each object. 2. change each Location Sensor Frame of Reference to "Camera" and connect each Location Sensor to their respective objects 3(opitonal). connect the X/Y output from one Location Sensor to a number object then move the camera or the object that is connected to the location sensor to know the size of your camera. 4. with the information of your camera size, put a Touch Location and two map nodons and connect one to the Touch Location's X output and another one to the Y output then change each map nodon configuration to map the touch screen size to your camera size (-640/640 to -(camera X size)/(camera Y size) etc.). 5. now put 2 Comparison Method s, one set to ">" and another one set to "" comparison nodon second input. 7. now connect both comparison nodons ouputs to a AND nodon 8. repeat steps 5, 6 and 7 expect that you should use the Y inputs and ouputs 9. connect the AND nodons to another AND nodon then put an If Touched nodon that is set to anywhere and another AND nodon, connect the If Touched nodon and the previos AND nodon the new AND nodon, and done the AND nodon will now turn on every time you touch the object that apears on the camera.
It's useful to note that if there are any Touch Nodon in your game, you can click the right stick to activate a gyro cursor that behaves like the touchscreen. (If only the If Touched Nodon could be connected to an object, it would be way more useful...) Anyway, I used touch controls in my 15-piece puzzle game. I compared the mapped touch position to the mapped position of the empty square on the first frame the screen is touched. If the touch was directly adjacent to the empty square in a cardinal direction that was not the edge of the board, it would swap places with the visible square in that position.
Great video. I actually made a board game using touch screen. It’s called Quatro. I used teleportation rather than dragging since I wanted sensors to be properly aligned
Sadly not in any kind of real way. You could try to make-shift it by making the the “agent” or player go towards a direction and try to turn right or left based on the obstacles in front of them but it will rarely work well because real pathfinding requires you to “bake” it which means the computer looks at your traversable space and does a bunch of math to create a million(some large number) of paths and then selects the most convenient one with the least distance.
Hey, I have a question. How do you make it so when you press a button once, the action will play out without having to hold the button. Ex: I'm making a Sonic.exe: The Disaster game, and Cream has a Speed Boost. So I made it so when you hold X down, she runs faster. But I want to change it so you don't have to hold the button. How do I do that?
So like a “toggle” button? You could turn the button to “on press” and plug it into a flags on input, and get an and nodon, and make it so that the button AND flag being on turns the flag OFF
Since the If Touched nodon can't be attached to anything, the screen must be scrolling off of it and there's nothing to be done for that. You can run the output of the Touch Position nodon through some basic checks (eg, Touch Position X > 0 And Touch Position X < 20 to check if the touch is in the correct left-to-right area) to copy the behavior of If Touched. It is more expensive - 11 nodons for a complete left-right top-bottom position check (a Constant and a Comparison per check, and an And for left-right, top-bottom, horizontal-vertical) - but Touch Position doesn't care where it is or where the screen is so it'll always give the same output according to screen space. If you're checking multiple screen regions that share attributes you can save some nodons by reusing checks. eg, if one region checks X < 20 then a region to the right that borders it can just use a Not nodon to check X >= 20.
Who needs those 99 cent piano app games from the eShop when you can make it yourself?! 😎
And better yet, turn your piano into a violin or meow-piano 🐈
Game ID: G 005 1V1 W34
together with a Location Sensor with the Frame of Reference configurated to Camera, the touch location can be used to touch things that apear in a moving camera
Can you explain how too?
@@liammccartney6754 1. put the objects you want, a camera and a Location Sensor for each object.
2. change each Location Sensor Frame of Reference to "Camera" and connect each Location Sensor to their respective objects
3(opitonal). connect the X/Y output from one Location Sensor to a number object then move the camera or the object that is connected to the location sensor to know the size of your camera.
4. with the information of your camera size, put a Touch Location and two map nodons and connect one to the Touch Location's X output and another one to the Y output then change each map nodon configuration to map the touch screen size to your camera size (-640/640 to -(camera X size)/(camera Y size) etc.).
5. now put 2 Comparison Method s, one set to ">" and another one set to "" comparison nodon second input.
7. now connect both comparison nodons ouputs to a AND nodon
8. repeat steps 5, 6 and 7 expect that you should use the Y inputs and ouputs
9. connect the AND nodons to another AND nodon then put an If Touched nodon that is set to anywhere and another AND nodon, connect the If Touched nodon and the previos AND nodon the new AND nodon, and done the AND nodon will now turn on every time you touch the object that apears on the camera.
GREAT video!! Useful and underrated tool.
It's useful to note that if there are any Touch Nodon in your game, you can click the right stick to activate a gyro cursor that behaves like the touchscreen. (If only the If Touched Nodon could be connected to an object, it would be way more useful...)
Anyway, I used touch controls in my 15-piece puzzle game. I compared the mapped touch position to the mapped position of the empty square on the first frame the screen is touched. If the touch was directly adjacent to the empty square in a cardinal direction that was not the edge of the board, it would swap places with the visible square in that position.
Great video. I actually made a board game using touch screen. It’s called Quatro. I used teleportation rather than dragging since I wanted sensors to be properly aligned
Yeah
Cool but is there a way to make touchscreen aiming like angry birds?
Wish I could buy that new merch, it looks so cool!
Thank you! I’ll probably do some giveaways in December 🎁
Nice!@@DaveNodon
😲 - Woah!
Can you make a video on multiple checkpoints?like when you grab a check point you can grab another
I want to make a cut-the-rope game now 🤔
I have a question if you can answer please how can we throw objects at random intervals (with the nodon throw objects)?😭🙏
Is there anyway to make a pathfinding ai?
Sadly not in any kind of real way. You could try to make-shift it by making the the “agent” or player go towards a direction and try to turn right or left based on the obstacles in front of them but it will rarely work well because real pathfinding requires you to “bake” it which means the computer looks at your traversable space and does a bunch of math to create a million(some large number) of paths and then selects the most convenient one with the least distance.
@@DaveNodon 👍
hey i lost my game builder garage copy and i am trying to find it where do i look first?
Hey, I have a question. How do you make it so when you press a button once, the action will play out without having to hold the button. Ex: I'm making a Sonic.exe: The Disaster game, and Cream has a Speed Boost. So I made it so when you hold X down, she runs faster. But I want to change it so you don't have to hold the button. How do I do that?
So like a “toggle” button? You could turn the button to “on press” and plug it into a flags on input, and get an and nodon, and make it so that the button AND flag being on turns the flag OFF
Ok, thanks!@@DaveNodon
@@DaveNodon A Counter that loops 0 to 2 is a single-nodon toggle when you send a 1 to the Count Up input.
Casually replacing my iPhone with my switch console 😎
iSwitch Pro running gbgOS
Can you do a guide or short on how to make the homing attack from sonic
hey , i have a question , how do you do that on scrolling screens ? when i put the "this nodon" it doesn't work
Since the If Touched nodon can't be attached to anything, the screen must be scrolling off of it and there's nothing to be done for that.
You can run the output of the Touch Position nodon through some basic checks (eg, Touch Position X > 0 And Touch Position X < 20 to check if the touch is in the correct left-to-right area) to copy the behavior of If Touched. It is more expensive - 11 nodons for a complete left-right top-bottom position check (a Constant and a Comparison per check, and an And for left-right, top-bottom, horizontal-vertical) - but Touch Position doesn't care where it is or where the screen is so it'll always give the same output according to screen space.
If you're checking multiple screen regions that share attributes you can save some nodons by reusing checks. eg, if one region checks X < 20 then a region to the right that borders it can just use a Not nodon to check X >= 20.
I have a question? What nodon is your profile picture?
I’m a purple constant nodon with slightly different colors
Now if only the Smash Bros menu and Pokemon had touch screen.........
first viewer
Monopoly in game builder garage
I hate your speed you are too fast that I dont know what nodon your using😢