When I run the demo of Sticker Knight on my android devices the whole screen becomes clickable for moving the character but this does not happen on simulator or iOS. Anybody got any ideas on how to fix this issue?
Does the “stick” part of the joystick move when you touch other parts of the screen?
@no2games
No the stick part does not move.
Ok. I don’t have an android here at the office to test it on… but I’ll try it when i get back home. I know I had it on a Nexus 7 back in March because I demoed it at GDC a fair amount.
BTW, thanks for the bug report! I’d like to get this stuff as bulletproof as possible.
@no2games
Any luck fixing this issue.
The issue is that iOS and Android do not handle the “axis” runtime listener the same. On Android the “axis” runtime listener automatically sees the whole touchscreen as an input device and iOS does not.
I would suggest that Corona make the “axis” runtime listener work the same on all platforms and that it does not automatically see the whole touchscreen as an input device.
My work around until Corona fixes this issue was to add a tag in the axisEvent in the vjoy.lua code and then to filter it out in the joykey.lua code (see below).
From vjoy.lua “function joystick:touch( event )” code:
axisEvent = { name = "axis", axis = { number = startAxis }, normalizedValue = instance.axisX, tag = "joystick" }
From joykey.lua “local function axis( event )” code:
if event.tag == nil then return false end
Hey Mike,
Sorry for being MIA on this, it’s been a crazy couple of months. Glad you got it figured out… I’ll update all the GitHubs for vjoy and sticker knight when I get the chance. I’ll be out of pocket for a while, so it may take me a bit 
Does the “stick” part of the joystick move when you touch other parts of the screen?
@no2games
No the stick part does not move.
Ok. I don’t have an android here at the office to test it on… but I’ll try it when i get back home. I know I had it on a Nexus 7 back in March because I demoed it at GDC a fair amount.
BTW, thanks for the bug report! I’d like to get this stuff as bulletproof as possible.
@no2games
Any luck fixing this issue.
The issue is that iOS and Android do not handle the “axis” runtime listener the same. On Android the “axis” runtime listener automatically sees the whole touchscreen as an input device and iOS does not.
I would suggest that Corona make the “axis” runtime listener work the same on all platforms and that it does not automatically see the whole touchscreen as an input device.
My work around until Corona fixes this issue was to add a tag in the axisEvent in the vjoy.lua code and then to filter it out in the joykey.lua code (see below).
From vjoy.lua “function joystick:touch( event )” code:
axisEvent = { name = "axis", axis = { number = startAxis }, normalizedValue = instance.axisX, tag = "joystick" }
From joykey.lua “local function axis( event )” code:
if event.tag == nil then return false end
Hey Mike,
Sorry for being MIA on this, it’s been a crazy couple of months. Glad you got it figured out… I’ll update all the GitHubs for vjoy and sticker knight when I get the chance. I’ll be out of pocket for a while, so it may take me a bit 