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I have tested today, virtualpad is not working if two or more button is pressed, tested on both ios simulator and on real device. It looks like it is registering mouse input even on mobile target. Even buttons are not registering if two button is pressed together. So the problem lies in FlxButton. Also disabling Mouse input for mobile makes FlxButton unusable.
Edit: This problem is not there on android I can confirm.
SruloArt
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Jan 21, 2015, 7:15:03 AM1/21/15
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Using FlxButton is usually just not a good idea :|
solewalker
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Jan 21, 2015, 9:44:59 AM1/21/15
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Then why virtualpad is implemented on top of FlxButton.
Gama11
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Jan 21, 2015, 9:57:53 AM1/21/15
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What are you talking about, SruloArt?
SruloArt
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Jan 21, 2015, 10:16:22 AM1/21/15
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FlxButton has some quirks (like the minor issue I've opened regarding over playing the same animation, but also some beginners' issues that are presented here occasionally and possibly target-specific problems) so my general impression is that creating your own basic and limited "pressable" sprite is a bit safer and less of an overkill than using an actual FlxButton. This is why I think solewalker can use FlxAnalog.hx and a simple "button" sprite (as in a button's graphic not a FlxButton) for example instead of the virtualpad.