As part of my poker hand comparer, I had to sort the cards. I did this using a really kind of cheating bubble sort. I found it was faster to go with duplicating the rules rather than any kind of loop using timers or other methods. I would not be at all surprised if this duplicates someone else's previous methods here, so apologies if this is nothing new to most of you!
I stripped the suit sorting out of this example, but if anyone wants that included too I can stick the suits back in.
@Armelline thanks for sharing this! Note to anyone trying to open it that requires the Daily/Nightly version of GS Creator.
Ah crumbs, I forgot I was using that. It doesn't in any way require it though, I just happened to last open it in the nightly build, so I'll upload a non-nightly version tomorrow!
Use a semi-iOS 7 control centre blur effect. For the purpose of the example it's tied to mouse position but it could obviously be triggered other ways.
Sorry for the file size, was just a random pic off Google images. I didn't realise it was so big
Oh and while I'm here, I'm curious as to what you all mean by a flood fill. My understanding would be that you'd have a grid of squares, and clicking on one will fill the rest in, in four directions. But, assuming the grid can be represented as a table, that's not overly complex to achieve in GameSalad so I'm presuming it's something else?
Attached is a flood fill. Kinda. Only on the most very basic level though.
Please do tell me what it is you're meaning though, as I'm in need of a new head-scratcher
The wall actor is a forgotten relic of the game I stripped this from - pretty sure it's not needed in any way.
Removing the timer makes it faster, obviously, but also makes GameSalad stop applying the... flood part. 0.005s seems to be fastest it can actually do it "floody".
Attached is a flood fill. Kinda. Only on the most very basic level though.
Please do tell me what it is you're meaning though, as I'm in need of a new head-scratcher
The wall actor is a forgotten relic of the game I stripped this from - pretty sure it's not needed in any way.
Removing the timer makes it faster, obviously, but also makes GameSalad stop applying the... flood part. 0.005s seems to be fastest it can actually do it "floody".
Just seen this, very cool indeed, reminds me of ancient video effects, I bet there's a thousand retro / 8 bit projects out there that could make great use of this kind of thing.
Excellent stuff ! >-
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
edited January 2014
@Armelline Yes, I meant a fill that covers an enclosed area with a single color upon clicking inside of the area. Much like a traditional "paint bucket" in a drawing application.
I hadn't thought to use tables but I also was imagining a much smaller scale of pixels being colored one at a time, hence the recursive spawning.
@Armelline Yes, I meant a fill that covers an enclosed area with a single color upon clicking inside of the area. Much like a traditional "paint bucket" in a drawing application.
I hadn't thought to use tables but I also was imagining a much smaller scale of pixels being colored one at a time, hence the recursive spawning.
I'd image the same method could be used to achieve the same effect with a much "smaller" grid, but who knows how it would be performance wise. Similarly, the same kind of effect could be done either with unlocked (or overlapping) actors or with spawning actors. Spawning actors would be much slower, though, as GameSalad doesn't seem to be able to spawn them above a certain speed.
GameSalad's animation behaviour is a weird thing, not just because of its arbitrary frame rates (something that's hopefully been addressed in the nightly builds), but also its lack of control and features, especially given that it lives inside an application predominantly designed for game making.
So, with that in mind, I present . . . . . drum roll . . . . a faster frame swap, a replacement for the animation behaviour.
Advantages this has over the animation behaviour are . . .
. . . . .
1) Where the animation behaviour pauses/glitches when first played, this method plays straight away.
2) It is possible to get animations to speed up and slow down.
3) It can go (a lot) faster than the standard animation behaviour.
4) The frame rates are accurate, unlike the current animation behaviour.
5) It can play backwards as well as forwards.
6) Frame based sound sync stays locked in place regardless of frame rate.
7) When you drag a sequence into the animation behaviour the order often gets screwed up, so you have to manually reorder the frames, no big deal on a 21 frame walk cycle, but a nightmare when you are dealing with multiple long frame sequences, this method avoids all that frame wrangling.
. . . . .
It is also super simple to implement and is completely table, attribute and rule free. Its basically works like this:
Constrain image to floor( game.Time *30)%21
30 is the frame rate you want.
21 is the length of your image sequence (assuming it loops)
. . . . .
Other notes:
► The above example assumes an image sequence starting on frame '0' and having no file name, just the numbers (so basically an image sequence going 0, 1, 2, 3, 4, 5 . . . etc (see attached file's image sequence for an example of this). But If your frame doesn't start on 0, but instead starts on 1 then simply add 'plus 1' like this:
Constrain image to (floor( game.Time *30)%21)+1
► If your sequence isn't just numerals, but instead has an actual name (so basically an image sequence going Filename_0, Filename_1, Filename_2, Filename_3, Filename_4, Filename_5 . . . etc) then simply add it in like this:
Constrain image to "Filename_"..floor( game.Time *30)%21
► If you want your animation to run backwards, simply make the game.time multiplier negative, like this:
The first example file ('frame rates') shows GameSalad's standard animation behaviour going as fast as it can (it's set on 30fps) alongside this new method - and you can really see how much faster this allows you to play animation sequences.
. . . . .
►Point 6) illustrated: (Frame based sound sync stays locked in place regardless of frame rate.)
Play the linked file, see how there is a sound as each foot hits the ground, now go into the actor (there is only one) and change the frame rate, at the moment it is 25fps . . . floor( game.Time *25)%21 . . . change it to something else, let's use 40fps as an example, so it should now read . . .
floor( game.Time *40)%21
. . . now play this, noticed the footstep sound (basically a click) is still synced to the animation.
@Socks will definitely try this out - High Scoresome.
GameSalad's animation behaviour is a weird thing, not just because of its arbitrary frame rates (something that's hopefully been addressed in the nightly builds), but also its lack of control and features, especially given that it lives inside an application predominantly designed for game making.
...
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
Randomize Table Rows in Place
I posted this a long time ago but since someone was asking about it recently I thought I'd re-post here.
@Socks This gets some nice 3D space vibe going on when you play with the numbers - I did some experimental Flash things like this back in the day and got some interesting 3D effects with 2D...
@Socks This gets some nice 3D space vibe going on when you play with the numbers - I did some experimental Flash things like this back in the day and got some interesting 3D effects with 2D...
Cool ! I like colour morph the best ! That also reminds me of something I did recently (this is turning into a 'that reminds me' tennis match ).
I did a film for 02 (the phone company) last month, it was mostly about writing a piece of music for a group of runners to run around London to (I know it sounds weird, not my idea !), but 02 were really into the mobile app thing so I made a few little apps to generate audio for the piece of music I was writing (mostly so they could film me using mobile devices when making the music - that's what they sell after all) - and one of them is very similar to your colour_morph . . . I'll see if I can find it for you . . .
@Socks I love isometric stuff after growing up with Ultimates Knight Lore, Alien 8, Pentagram, Gun Fright etc. And Batman, and Head Over Heals all on the Speccy. Both those flash experiments were small on screen (site uses frames) and the isoclick one I made just because I liked the paper like that - I got a programmer to help me make one where you clicked and dragged lines to the points so you could have more freedom. That was called isolink I think.
The colour morph one was pretty cool as with flash you can do whatever you like with a parent symbol and it will control the children - how cool would that be here without having to do some maths on each actor.
You are doing some really cool stuff m'man, love it!
Those are real nice - almost think you could make an 'art app' where you just make wacky shapes and share them...
Comments
I stripped the suit sorting out of this example, but if anyone wants that included too I can stick the suits back in.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
Sorry for the file size, was just a random pic off Google images. I didn't realise it was so big
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Please do tell me what it is you're meaning though, as I'm in need of a new head-scratcher
The wall actor is a forgotten relic of the game I stripped this from - pretty sure it's not needed in any way.
Removing the timer makes it faster, obviously, but also makes GameSalad stop applying the... flood part. 0.005s seems to be fastest it can actually do it "floody".
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Excellent stuff ! >-
I hadn't thought to use tables but I also was imagining a much smaller scale of pixels being colored one at a time, hence the recursive spawning.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
All very interesting though!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
GameSalad's animation behaviour is a weird thing, not just because of its arbitrary frame rates (something that's hopefully been addressed in the nightly builds), but also its lack of control and features, especially given that it lives inside an application predominantly designed for game making.
So, with that in mind, I present . . . . . drum roll . . . . a faster frame swap, a replacement for the animation behaviour.
Advantages this has over the animation behaviour are . . .
. . . . .
1) Where the animation behaviour pauses/glitches when first played, this method plays straight away.
2) It is possible to get animations to speed up and slow down.
3) It can go (a lot) faster than the standard animation behaviour.
4) The frame rates are accurate, unlike the current animation behaviour.
5) It can play backwards as well as forwards.
6) Frame based sound sync stays locked in place regardless of frame rate.
7) When you drag a sequence into the animation behaviour the order often gets screwed up, so you have to manually reorder the frames, no big deal on a 21 frame walk cycle, but a nightmare when you are dealing with multiple long frame sequences, this method avoids all that frame wrangling.
. . . . .
It is also super simple to implement and is completely table, attribute and rule free.
Its basically works like this:
Constrain image to floor( game.Time *30)%21
30 is the frame rate you want.
21 is the length of your image sequence (assuming it loops)
. . . . .
Other notes:
► The above example assumes an image sequence starting on frame '0' and having no file name, just the numbers (so basically an image sequence going 0, 1, 2, 3, 4, 5 . . . etc (see attached file's image sequence for an example of this). But If your frame doesn't start on 0, but instead starts on 1 then simply add 'plus 1' like this:
Constrain image to (floor( game.Time *30)%21)+1
► If your sequence isn't just numerals, but instead has an actual name (so basically an image sequence going Filename_0, Filename_1, Filename_2, Filename_3, Filename_4, Filename_5 . . . etc) then simply add it in like this:
Constrain image to "Filename_"..floor( game.Time *30)%21
► If you want your animation to run backwards, simply make the game.time multiplier negative, like this:
Constrain image to floor( game.Time *-30)%21
. . . . .
Example files:
Frame rates: https://www.mediafire.com/?5y29l4g27u7gmr1
Speed up: https://www.mediafire.com/?dcj81y2qb679lyv
Backwards: https://www.mediafire.com/?1k91133bg4v8mup
The first example file ('frame rates') shows GameSalad's standard animation behaviour going as fast as it can (it's set on 30fps) alongside this new method - and you can really see how much faster this allows you to play animation sequences.
. . . . .
►Point 6) illustrated: (Frame based sound sync stays locked in place regardless of frame rate.)
Play the linked file, see how there is a sound as each foot hits the ground, now go into the actor (there is only one) and change the frame rate, at the moment it is 25fps . . . floor( game.Time *25)%21 . . . change it to something else, let's use 40fps as an example, so it should now read . . .
floor( game.Time *40)%21
. . . now play this, noticed the footstep sound (basically a click) is still synced to the animation.
. . . . . .
Link: https://www.mediafire.com/?iovrqqwlpdraije
https://www.mediafire.com/?hbwrurip058vof7
Free Mini Games and Demo Templates
Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.
Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…
Stormys GS Table-izer
Fully scrollable tables plus highlightable cells.
Download the project here:
http://www.stormystudio.com/game_templates/GS_table_izer.html
Here's a thread talking about it:
http://forums.gamesalad.com/discussion/63466/stormys-gs-table-izer-free-template-tool-to-preview-and-scroll-through-tables-for-easier-testing#latest
This was requested here and I gave it my best shot.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
I posted this a long time ago but since someone was asking about it recently I thought I'd re-post here.
Original thread with more details: http://forums.gamesalad.com/discussion/53553/demo-randomize-table-rows
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
https://www.mediafire.com/?mc57orebw6cyg14
Circle Stuff . . .
https://www.mediafire.com/?7mfx6hld2ammx26
https://www.mediafire.com/?9tb3ofiw54mwf4t
http://www.mata.co.nz/v2/up/iso_click.swf
http://www.mata.co.nz/v2/up/colour_morph.swf
Lump Apps and My Assets
I did a film for 02 (the phone company) last month, it was mostly about writing a piece of music for a group of runners to run around London to (I know it sounds weird, not my idea !), but 02 were really into the mobile app thing so I made a few little apps to generate audio for the piece of music I was writing (mostly so they could film me using mobile devices when making the music - that's what they sell after all) - and one of them is very similar to your colour_morph . . . I'll see if I can find it for you . . .
Turn your speakers down . . . and draw slowly !
I think @ericzingeler might recognise some stuff here
Scary Vox: https://www.mediafire.com/?w2t2u8k8vadongv
Pollution: https://www.mediafire.com/?mxwh81zvq8r1k65
The colour morph one was pretty cool as with flash you can do whatever you like with a parent symbol and it will control the children - how cool would that be here without having to do some maths on each actor.
You are doing some really cool stuff m'man, love it!
Those are real nice - almost think you could make an 'art app' where you just make wacky shapes and share them...
I trust you have been here and seen these? http://www.levitated.net/daily/index.html
Old Jared Tarbell stuff and here's some newer stuff http://www.complexification.net/gallery/
He went on to found Etsy - never new that - learn something everyday and that's how I like it.
cheers, M@