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On screen button actions or swipe and tap?

06-22-2012, 04:33 PM
#1
Joined: May 2012
Posts: 13
On screen button actions or swipe and tap?

So i am seeing some games with buttons pushing to create actions like a punch or kick or even slice, and i have seen games where you have to actually swipe or tap on the screen to do actions.

Which do you think is better, to actually swipe the screen to slice something or to just push a button to create that action?
06-22-2012, 05:46 PM
#2
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
depends on the game.. not?

imagine fruit ninja with buttons.. mehh..

06-22-2012, 07:03 PM
#3
Joined: Jun 2012
Location: Ottawa, Canada
Posts: 150
I'm taking a gamble with first game and doing on screen actions, controlling a main character by tapping on areas around hin for him to hit, and to move you simply hold your finger on the pavement left or right of him to move. It's been tricky getting ppl to use it, some ppl tap, some swipe others tap repeatedly, I have a tutorial, and despite not being as intuitive as other games I prefer the way my app is currently controlled, because it makes sense when you start playing it.

I don't like buttons personally because they take up screen space and block your view, but sometimes you have now choice depending on the game.
06-25-2012, 05:48 AM
#4
Joined: Dec 2009
Posts: 130
Touch > buttons

On touch-based devices, gesture-based controls are generally more intuitive, particularly if you can feel like you are directly manipulating an object onscreen. We wrote a blog article on this a few months back with some examples of games that do this well and poorly:

http://www.reigndesign.com/blog/what...ntrols-stupid/
06-25-2012, 10:21 AM
#5
Personally, We hate using on screen buttons. We make it a rule not to use buttons or sticks on the HUD. It's a touchscreen so we use touch and gesture controls. At the most we embed buttons into the world itself. Without tactile feedback, on screen buttons tend to be a bad choice.

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06-27-2012, 06:23 AM
#6
Joined: Dec 2009
Posts: 130
Waiting for the iPhone 5 with haptic feedback then
06-27-2012, 06:46 AM
#7
Joined: Jun 2012
Location: Devon, UK
Posts: 121
In my latest game I've so far stuck with gestures. But for a while I've been tempted to add a button to replace > 1 touch gestures. Simply because it seems 'hard' to play. IMO the game is not too hard, but in the mobile scene it would be and is too hard!

The solution I would say is to have an option of control method. I will also add a third option with v-pad/iCade (when I get a unit).

During development I've gotten use to using the mouse + keyboard on the simulator...Can we all get a Bluetooth keyboard and use WASD!

Web: www.zenout.co.uk
Follow: @zenoutJez
Developer: BubbleSand Tetroms (Attic Eyes...Soon!)
AppStore search string: "Jez Hammond"
06-27-2012, 07:35 AM
#8
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
zen makes a point here. of course if your gameplay mechanics become so complex you think as a dev you could need some buttons, potential customers would have had thatthough way earlier.

like i said it all depends on the game.. if you need buttons because you want this gameplay to be like that.. then implement buttons..

not to mention that buttons dont need to actualy visible.. there are lots of games who declare a function to a certain space of the screen..
06-27-2012, 10:55 AM
#9
Joined: Jun 2012
Location: Devon, UK
Posts: 121
Sure does depend on the game. The article mentioned a few posts above had me thinking back along the lines of tilt controls. Might just move that to the top of my list!

Web: www.zenout.co.uk
Follow: @zenoutJez
Developer: BubbleSand Tetroms (Attic Eyes...Soon!)
AppStore search string: "Jez Hammond"