Here is the link to the original thread for a full mini game project file. I hope someone finds it of benefit. It is my first shared item so please be kind. Cheers
@Socks your faster frame rate just literally restored my excitement for making games. Can the stick man be made transparent/no background? Can I submit example with request to use the stick figure in a game if so? Sure I can remove the background, but why not ask. It's truly amazing!!!! I can't say that enough and think of Jimmy Kimmel when I say it haha
@ Socks now I'm going to make games all day everyday and I have to have someone come over and make me stop and sleep haha, not to take away anything from anything anyone else who has contributed to this thread, but the frame rates example is just Sick!!!!!!!!!!!!!!!
@wayback_gamer said:
Can the stick man be made transparent/no background?
25 pages, hundreds of posts / examples / ideas . . . . . so I might need a reference to this stick man !
@wayback_gamer said:
Can I submit example with request to use the stick figure in a game if so?
Help yourself.
EDIT: just realised you probably mean the fast frame swap demo . . . . if that's the case then, yep, help yourself to the files and the artwork, if you want to be able to see through the background just change the actor's blending mode to Multiply (in the graphics attributes) - example attached . . .
If you want to do more than just have a figure running (for example you might want jumping), then grab yourself a free 3D application like blender, and then look for some free mo-cap (motion capture) files.
@NipaDidIt said:
Took a brake from my project and started playing around with "Display text" and "Replicate" behaviors.
Ofcourse, you can do much better effects with an image editing software, but i thought i´d share what i got out of GS.
Could be useful to someone...
Nice ! Good use of Replicate too.
One note, replicate replicates replicate !
What I mean by that is that if you have 3 copies of an actor replicated at 0°, then 3 at 90°, 3 at 180° and 3 at 270° . . . . you might think to yourself you have 12 copies, whereas in fact you have 81 copies !
When you replicate - for example - an actor 5 times to the right (0°), and then add another Replicate behaviour to make 5 copies downwards (270°) you will end up with the original Replicate behaviour (5 copies to the right) being replicated, giving you 25 copies - this is useful in that you can generate grids of actors really quickly.
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
The string functions are immensely useful if you break out of the idea that they are only for text. Nice demo, @Armelline! Of course, it becomes trickier if you want, say, a random number from 1-100. But you could possibly use a string that looked like 001002003...098099100 and use similar logic (though you might run into the maximum string length). That and who wants to type in that string in the first place. For small ranges, this is right on the mark.
@tatiang said:
The string functions are immensely useful if you break out of the idea that they are only for text. Nice demo, @Armelline! Of course, it becomes trickier if you want, say, a random number from 1-100. But you could possibly use a string that looked like 001002003...098099100 and use similar logic (though you might run into the maximum string length). That and who wants to type in that string in the first place. For small ranges, this is right on the mark.
Absolutely - I experimented with 0-99, using the method you mentioned, but concluded that realistically you're probably better with a table at that point, though this method is entirely possible. I didn't dare try 100+
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
Circle Timer
Here's a bit of a strange way to make a circle timer, but why not! Set game.timerDuration to the number of seconds for the countdown. This could be used for a cool down timer for a button in a game.
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Since we currently do not have an accurate way to detect when the player is actually touching the custom collision shape of an actor, this simple demo shows a workaround.
Comments
Great stuff there @Socks and @floatingwoo
Love it!
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Here is the link to the original thread for a full mini game project file. I hope someone finds it of benefit. It is my first shared item so please be kind. Cheers
Heart Defender
Free Mini Games and Demo Templates
@Socks Maybe I'm missing something obvious but I don't see what is making the dots move...?
EDIT: JK. I now see that the dot is not the center of the image
Yeah, it's just rotating, but that rotation is offset because of the order in which the actors are spawned.
Move towards actor along slope
Short video at (h)ttps://youtu.be/p88g11UG56o
This was requested here.
Position the shaker actor anywhere in the scene prior to previewing. Use the arrow keys to move towards or away from the shaker actor.
Note: Made with Mac Creator 0.13.38
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@Socks your faster frame rate just literally restored my excitement for making games. Can the stick man be made transparent/no background? Can I submit example with request to use the stick figure in a game if so? Sure I can remove the background, but why not ask. It's truly amazing!!!! I can't say that enough and think of Jimmy Kimmel when I say it haha
@ Socks now I'm going to make games all day everyday and I have to have someone come over and make me stop and sleep haha, not to take away anything from anything anyone else who has contributed to this thread, but the frame rates example is just Sick!!!!!!!!!!!!!!!
25 pages, hundreds of posts / examples / ideas . . . . . so I might need a reference to this stick man !
Help yourself.
EDIT: just realised you probably mean the fast frame swap demo . . . . if that's the case then, yep, help yourself to the files and the artwork, if you want to be able to see through the background just change the actor's blending mode to Multiply (in the graphics attributes) - example attached . . .
If you want to do more than just have a figure running (for example you might want jumping), then grab yourself a free 3D application like blender, and then look for some free mo-cap (motion capture) files.
@Socks sorry for any confusion. Thank you for the reply, advice and attachment.
Wow @Socks you even managed to answer my forum question before I asked it with the attachment in your last reply. Thank You!!
Took a brake from my project and started playing around with "Display text" and "Replicate" behaviors.
Ofcourse, you can do much better effects with an image editing software, but i thought i´d share what i got out of GS.
Could be useful to someone...
Mental Donkey Games
Website - Facebook - Twitter
@NipaDidIt Very cool! Thanks for sharing.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Nice ! Good use of Replicate too.
One note, replicate replicates replicate !
What I mean by that is that if you have 3 copies of an actor replicated at 0°, then 3 at 90°, 3 at 180° and 3 at 270° . . . . you might think to yourself you have 12 copies, whereas in fact you have 81 copies !
When you replicate - for example - an actor 5 times to the right (0°), and then add another Replicate behaviour to make 5 copies downwards (270°) you will end up with the original Replicate behaviour (5 copies to the right) being replicated, giving you 25 copies - this is useful in that you can generate grids of actors really quickly.
Dungeons and Dragons stat system with level up, health, armor and attack.
Pick a random number from 0-9 without repeating any previously picked number, and without using tables.
Does the same thing as with tables, but with a string instead.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
The string functions are immensely useful if you break out of the idea that they are only for text. Nice demo, @Armelline! Of course, it becomes trickier if you want, say, a random number from 1-100. But you could possibly use a string that looked like 001002003...098099100 and use similar logic (though you might run into the maximum string length). That and who wants to type in that string in the first place. For small ranges, this is right on the mark.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Absolutely - I experimented with 0-99, using the method you mentioned, but concluded that realistically you're probably better with a table at that point, though this method is entirely possible. I didn't dare try 100+
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Great routine @Armelline! Super for small sets as you say, without the extra overhead of tables. The right tool for the job!
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Circle Timer
Here's a bit of a strange way to make a circle timer, but why not! Set game.timerDuration to the number of seconds for the countdown. This could be used for a cool down timer for a button in a game.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Might use this circle timer for my game thanks for sharing @tatiang
A proto where I did some crazy stuff. Could be a cool enemy for a game or something...
Lump Apps and My Assets
Looks cool ! Weird !! But cool
Random Growing Isometric Path . . . . might inspire a game for someone . . .
8 bit fuse . . . . good for a count down / timer / loading bar . . .
Eccelente! grazie @Socks
Cheers woo !
Here's a radar, might be useful for someone, maybe for a mini-map with little red dots for the enemies / targets . .
(gif looks crap, the actual project is much smoother)
@http_gamesalad might like this...
Mental Donkey Games
Website - Facebook - Twitter
Since we currently do not have an accurate way to detect when the player is actually touching the custom collision shape of an actor, this simple demo shows a workaround.
Hope it's helpful!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Here is a simple grid spawner. Uses a loop so visually it is not instantaneous. But very handy for me, so i figured I'd share. Happy Holidays!