Shmup controls on android

A place for people with an interest in developing new shmups.
Post Reply
BeastArrow
Posts: 2
Joined: Fri Jul 08, 2011 11:19 pm

Shmup controls on android

Post by BeastArrow »

If you were playing a 2d shmup on an android phone, How would you want the controls to work? I've seen some console emulators use a virtual D-pad on the touch screen, but that doesn't look like it works too well (The guy demonstrating the app was playing mario cart and swerving all over the place).
User avatar
BPzeBanshee
Posts: 4859
Joined: Sun Feb 08, 2009 3:59 am

Re: Shmup controls on android

Post by BPzeBanshee »

In my experience, the most successful shmups on phone devices have pretty good controls generally. I'm not sure of the exact technical terms for it but see Cave's ESPGaluda II iPhone port and you'll see what I mean.
BeastArrow
Posts: 2
Joined: Fri Jul 08, 2011 11:19 pm

Re: Shmup controls on android

Post by BeastArrow »

I had a look at that, but what if I want to limit the movement speed of the ship and have different ships move at different speeds? I wouldn't want players to have to swipe their finger across the screen three times just to move a heavy plane from one side to the other.

EDIT: how many buttons can I expect your typical android phone to have?
User avatar
BPzeBanshee
Posts: 4859
Joined: Sun Feb 08, 2009 3:59 am

Re: Shmup controls on android

Post by BPzeBanshee »

I wouldn't have too many buttons if I were you. Cave's games are configurable in that they have multiple button selections, the maximum being four at a time.

As I said I'm no expert on this. Might want to ask around on this one, though we don't have that many iPhone/Android/iPad/Mobile device players here.
User avatar
Rozyrg
Posts: 918
Joined: Wed Feb 11, 2009 12:03 am
Location: Southeast USA

Re: Shmup controls on android

Post by Rozyrg »

I know CAVE made it work somehow; but I personally *hate* having to stick my finger/stylus into the play area, especially in a fast paced game with lots of things going on, so, given the available options, I'd probably go with the virtual button route. I've heard that isn't exactly preferable (because of the lack of tactile feedback I'm guessing) and you'd need to design your game around having a huge fake d-pad or joystick and buttons on the screen. >_>

I honestly just don't understand the appeal of a games platform without buttons... at least ones comparable to those any console has had for 20+ years now.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Shmup controls on android

Post by retlaf »

I have a suggestion, but keep in mind I've never played a shmup on a handheld device ever. I've played a lot of touchscreen games, though.

You can make a portion of the touchscreen devoted to controls similar to where the virtual DPad would be, but instead of controlling using the virtual POV, make player movement respond to sliding a finger across the control area: whatever direction the finger moves, move the ship that way. You can take velocity into account, too.

Maybe have the movement area on the left controlled by one thumb, and a couple virtual buttons on the other side for the other thumb.

From what I read in this thread, it sounds like this is how the cave games work, except you wouldn't have to worry about touching the play area.
User avatar
AuraDRGN
Posts: 80
Joined: Fri Jun 17, 2011 5:04 am
Location: indonesia

Re: Shmup controls on android

Post by AuraDRGN »

i liked cave's control on i phone touch screen shmup should have controls like that
Tysavarin wrote:When playing other flight combat games, I think, "I COME FROM THE LAND OF ACE COMBAT, NOOOOBS!!!"
Post Reply