Pointer is too low?

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cromas
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Joined: Mon May 15, 2006 6:36 am

Pointer is too low?

Post by cromas » Mon Mar 10, 2008 1:19 am

I'm not sure if this is an issue with my phone's calibration or something that everyone else is used to -- didn't find anything else in my (brief) serach.

I just installed the latest ScummVM on my 1.1.4 phone. It's very difficult for me to press the buttons in the main menu. The pointer is consistently 5-10 pixels below the location of my tap -- if I want to press a button, I have to tap a few mm above where I normally would.

Is this an issue that has been seen before, or do I just have a funny phone? Is there any possibility of building a "calibration" feature into ScummVM to help compensate for this?

iwaarden
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Joined: Tue Mar 11, 2008 3:24 pm

Post by iwaarden » Tue Mar 11, 2008 3:25 pm

i have the exact same problem

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Vinterstum
ScummVM Developer
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Post by Vinterstum » Tue Mar 11, 2008 8:14 pm

I believe it's more about different ways of pushing a finger down :). There'll likely be a few millimeters difference between where you're aiming at, and the spot where the first part of your finger actually touches the screen. The phone registers the last bit, there's no inbuilt compensation.

A calibration feature would be nice, I agree. It won't be the highest priority for me personally though. Maybe someone else wants to give it a shot? :)

giidii
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Joined: Fri Feb 29, 2008 6:05 pm

Post by giidii » Fri Mar 14, 2008 9:07 am

As I said in another post, I have the same issues.

Hope to see this thing solved soon. I encourage all developers!!

Cheers

iwaarden
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Joined: Tue Mar 11, 2008 3:24 pm

Post by iwaarden » Mon Mar 24, 2008 10:21 pm

Vinterstum wrote:I believe it's more about different ways of pushing a finger down :). There'll likely be a few millimeters difference between where you're aiming at, and the spot where the first part of your finger actually touches the screen. The phone registers the last bit, there's no inbuilt compensation.

A calibration feature would be nice, I agree. It won't be the highest priority for me personally though. Maybe someone else wants to give it a shot? :)
in game i have no problem, only in the menu where you slect a game and stuff

blunden
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Location: Sweden

Post by blunden » Tue Jun 10, 2008 11:51 am

I agree. It's really hard pressing conversations lines in Curse of Monkey Island and the alternatives in the menu (to the point that I mistakenly press the wrong lines quite often. :( A calibration feature would be really great since the scummVM port to the ipod touch/iphone is other than that working very well. :)

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PlayingKarrde
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Post by PlayingKarrde » Wed Jul 23, 2008 6:36 pm

I'd have to agree. The iPhone port of ScummVM is fantastic, but the lack of calibration/accurate pointing is the one thing thats holding it back from being my ScummVM port of choice.

I'd personally like to see it bumped up that priority list as afaik this has been a request pretty much since the first release.

Great job overall though. Really appreciate it :)

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TomFrost
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Post by TomFrost » Wed Jul 23, 2008 7:39 pm

As a tip (especially when choosing conversation lines) many games support right-click. So you can slide your finger down through the conversation lines until the one you want is highlighted, then tap a second finger on the screen to right-click that option. It does the exact same thing as left-clicking, but now you get super control over which you click on.

The same thing works with most objects in games like Monkey Island too -- generally, right clicking an object will perform the default action with it, like opening a door for example. So you can slide one finger around until the thing you want is highlighted, and tap another finger to right-click on it and do the default action.

It doesn't cover ALL of the needs for precision-clicking, but it helps!

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PlayingKarrde
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Post by PlayingKarrde » Wed Jul 23, 2008 7:45 pm

This is true.

However I do feel proper precision and calibration is better than having to compromise. I'm not a developer but I can't imagine it is that hard to do since the NDS version of ScummVM has it. Even if its just shifting around values (or a touch here to calibrate) would be more ideal would be fine for most people I'm sure.

Just that little extra to take this port from a 90% greatness to 95% (I'm leaving 5% out since I haven't played it enough due to calibration issues).

blunden
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Location: Sweden

Post by blunden » Sat Jul 26, 2008 10:32 pm

PlayingKarrde wrote:This is true.

However I do feel proper precision and calibration is better than having to compromise. I'm not a developer but I can't imagine it is that hard to do since the NDS version of ScummVM has it. Even if its just shifting around values (or a touch here to calibrate) would be more ideal would be fine for most people I'm sure.

Just that little extra to take this port from a 90% greatness to 95% (I'm leaving 5% out since I haven't played it enough due to calibration issues).
Agreed.

p-scummvm@technowizardry.
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Joined: Mon Sep 22, 2008 1:51 pm

I notice this too

Post by p-scummvm@technowizardry. » Mon Sep 22, 2008 2:10 pm

Just installed and I've already noticed this problem.

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