Best Game Salad Accelerometer Game?

I'm really having issues getting the Accelerometer to feel smooth in games. My benchmark is something like Doodle Jump.
So far all of my efforts just feel a little less responsive and clunky (non-smooth) in my sample games. I've also noticed this in the (few) GS games I've tried from the app store.
So what game(s) do you think feel the smoothest with regards to accelerometer use? I'd love to try the best one(s) out and make sure it is just me, and not the engine before I get too much further.
Also, will games feel better compiled vs. running in the viewer? (I've just tried viewer for my games so far)
Thanks for suggestions.
So far all of my efforts just feel a little less responsive and clunky (non-smooth) in my sample games. I've also noticed this in the (few) GS games I've tried from the app store.
So what game(s) do you think feel the smoothest with regards to accelerometer use? I'd love to try the best one(s) out and make sure it is just me, and not the engine before I get too much further.
Also, will games feel better compiled vs. running in the viewer? (I've just tried viewer for my games so far)
Thanks for suggestions.
Comments
I read somewhere, either on the wiki or the forum, how you can make the actors movement increase in speed the more you tip the phone. Just like it does in DoodleJump ...(agree with you that it is really smooth on Doodle Jump)....have you noticed on doodle jump if you tip it loads the alien character just keeps going sideways and hardly falls down at all....
Played labyrinth deluxe on the online preview, be good to try it on the iphone with the accelerometer.
max(40,min(1000,1000*abs( game.Accelerometer.X )))
and for Left and right :
max(40,min(1000,1000*abs( game.Accelerometer.Y )))
my actor don't move! how???
thanks for all
You could always adjust the acceleration based on how far the accelerometer is tilted.
http://gamesalad.com/forums/topic.php?id=11552
I used the accelerometer info found on there and it works like a charm!
QS
1. add a Constrain attribute
2. set the attribute to self.position.x (your actor's x or y, not the scene's)
3. set the "to" to "self.Position.X +(15* game.Accelerometer.X )" without quotes. change the x for different orientations.