Ok so I have this game that really is best on 7"+ screens, but i think the reality is that because I'm doing android, it's going to run on phones and phones are a BIG market to leave out anyway, so here is my situation.
This is a prototype of what i'm working on. http://part12studios.com/temp/FredexTest2/ in short you flick the boxes into the trucks.. this is meant to eventually be something more like my prior gamesalad version (that i'm remaking in C2)
the problem i have is that the trucks and boxes have to be so big for phones to be easy to pick up that when you play them on bigger screens, so much space is wasted because everything is way bigger than it needs to be on those screens. in this example
you can see i made it for the ipad.. this was my first prototype.. the problem is that if this were to be taken down to an iphone size screen those boxes would be very difficult to grab.
So i'm trying to figure out a way in C2 to allow me to have the boxes be smaller, at a size that often would be tough to reliably grab on a touch screen.. i'd want to grab the closest one to my finger touch event, but its very likely that
one thought was to do some kind of distance compare, but when i tried to imagine doing it, it seemed like a rabbit hole of uncertainty.. i just wouldn't know how to do a mass comparison.. the boxes could get numerous so the comparison would have to be each box independent of which one it is (there are 5 unique boxes, each with sub box classifications, icy, explosive, etc)
another thought was to have some kind of "grip" sprite attached to each box, but my concern there is that since boxes would very likely have overlapping "grips" you'd grab multiples or grab the wrong one..
So really i just would like it to be able to make it where i can only grab one box at a time and that i'm insuring I'm grabbing the "most right" box possible because the game gets pretty frantic so i could see players getting frustrated if they are finding they are unable to grab the box they want..