Free Rolling Fog! Or clouds or something spooky! Might be of use to someone, maybe some rolling fog for one level of a plarformer? Endlessly loops (all recycled) – you need to give it 2.6 seconds to draw up the clouds then it fades up and rolls forever!!
(Credits go to Tynan of thatgameforum - Distributed by That Developer Market/Indie Labz)
I've just had a play with this and it's great - I think I could find a use for it, if it wasn't for the draw speed.
@Socks - you mentioned how you would now use a super fast looping method to speed up the draw speed. Care to share some of your great wisdom on this?
Well, it's a pretty old project, at the time I did it the new fast looping methods hadn't been dreamt up, but to be honest if I were to redo it now I would simply take the time to layout each of the cloud elements (I used 78, but you might want more/less) so I could lose the spawning time completely and the whole thing can start instantly with zero draw time
But if you don't like the idea of placing 78 actors - take a look at:
@Socks - cheers for the response. Yes, I'd already had a look at laying out the actors individually, and have found pretty good results from just using 15 actors (scaled up quite a bit). Thanks.
In case anyone is thinking of making a Christmas countdown app -- now is the time to get started!
Here is an example of determining the number of days between two dates. It takes into account leap years, months, and days. It is fairly accurate for any day from 1AD on. It will work for any date in the past and any date in the future. (But it does not take into account the 11 days the British Empire deleted in 1752 when they decided to match up with Europe's calendaring system.)
Ya know, it was just something I started doing at one point and it stuck. But in general, I've always preferred working with attributes in my conditions vs the pre-defined actions.
Find the X,Y Coordinates That Are Local To An Actor
OK -- this one might be a little strange -- but suppose you need to know the X,Y position of something from the local actor's perspective.
For example, the mouse might be 150 pixels to the right of the actor, and 75 pixels below the actor. According to the actor, the mouse would be at the actor's local X,Y coordinates of 150,-75 (from the center of the actor).
You normally, get that "local coordinate" by simple equations like: localX = mouse.X - self.X localY = mouse.Y - self.Y
But the above equations only work when the actor is at the default 0 rotation. What happens if the actor is rotated? Then the actor's horizontal and vertical plane is rotated as well. To get the true local coordinates, you need to take into account the actor's rotation.
This example shows two different ways to determine the X,Y coordinates of something from an actor's local perspective and rotation.
Comments
I'm curious how you did the magic splash screen. You didn't place each actor manually did you?
Thanks
★ My Apps | Gamesalad Tutorials : Youtube Channel , Website. ★
Could you explain that further so I could replicate it perhaps?
★ My Apps | Gamesalad Tutorials : Youtube Channel , Website. ★
★ My Apps | Gamesalad Tutorials : Youtube Channel , Website. ★
★ My Apps | Gamesalad Tutorials : Youtube Channel , Website. ★
@Socks - you mentioned how you would now use a super fast looping method to speed up the draw speed. Care to share some of your great wisdom on this?
- Thomas
Appselly Marketplace - Buy & Sell App Source Codes
@DigiChain
Well, it's a pretty old project, at the time I did it the new fast looping methods hadn't been dreamt up, but to be honest if I were to redo it now I would simply take the time to layout each of the cloud elements (I used 78, but you might want more/less) so I could lose the spawning time completely and the whole thing can start instantly with zero draw time
But if you don't like the idea of placing 78 actors - take a look at:
https://forums.gamesalad.com/discussion/55050/fast-for-loop-a-collection-from-the-community-merged-into-a-single-really-really-fast-loop
It involved sacrificing a goat.
Yes, I'd already had a look at laying out the actors individually, and have found pretty good results from just using 15 actors (scaled up quite a bit). Thanks.
This demo is supposed to simulate the functionality of a Ferris Wheel. (The inventor of the Ferris Wheel was born in my home town.)
http://www.mediafire.com/download/zpgd9040t34z3be/FerrisWheel.zip
A little demo of how to rotate an actor with the mouse. It avoids snapping by tracking the change in mouse angles. Nice and smooth!
It also shows how to limit the rotation of an actor using min() and max() functions.
It also shows how to cross the 0-360 boundary as the mouse-drag completes a full circle. (Uses a bit of math trickery.) Very handy!
http://www.mediafire.com/download/8xme08ihsbew0j8/knobRotation.zip
http://forums.gamesalad.com/discussion/58983/draw-it-my-next-very-accurate-and-efficient-line-drawing-function-for-gamesalad?new=1
In case anyone is thinking of making a Christmas countdown app -- now is the time to get started!
Here is an example of determining the number of days between two dates. It takes into account leap years, months, and days. It is fairly accurate for any day from 1AD on. It will work for any date in the past and any date in the future. (But it does not take into account the 11 days the British Empire deleted in 1752 when they decided to match up with Europe's calendaring system.)
Christmas is just around the corner!
http://www.mediafire.com/download/gblhmw7bdbnc7ld/dayCalculator.zip
But nice idea for a demo.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Sure, mock me now. But just wait till Dec. 24th. You'll wish you had used a count down app to get your Christmas shopping done early!
http://ezinterweb.com/gamesalad/stop-jiggle
http://forums.gamesalad.com/discussion/59397/platform-spawner-precise-efficient-for-your-endless-runner-game?new=1
As always -- you deliver some great stuff. Thanks for sharing with the community!
Very cool, thanks for sharing!
Use motion velocity to create joints. This is for two car type wheels:
http://forums.gamesalad.com/discussion/59405/wheels-join-ed-a-work-in-progress-method-for-a-wheels-type-joint?new=1
Also an interesting control structure. Any reason why you used 'when touch count >0' instead of 'when mousedown'?
Ya know, it was just something I started doing at one point and it stuck. But in general, I've always preferred working with attributes in my conditions vs the pre-defined actions.
Thanks!
Props to all that posted here, and to @socks for kicking it off!
Go play!
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
OK -- this one might be a little strange -- but suppose you need to know the X,Y position of something from the local actor's perspective.
For example, the mouse might be 150 pixels to the right of the actor, and 75 pixels below the actor. According to the actor, the mouse would be at the actor's local X,Y coordinates of 150,-75 (from the center of the actor).
You normally, get that "local coordinate" by simple equations like:
localX = mouse.X - self.X
localY = mouse.Y - self.Y
But the above equations only work when the actor is at the default 0 rotation. What happens if the actor is rotated? Then the actor's horizontal and vertical plane is rotated as well. To get the true local coordinates, you need to take into account the actor's rotation.
This example shows two different ways to determine the X,Y coordinates of something from an actor's local perspective and rotation.
http://www.mediafire.com/download/6r445sn3lma8h0m/localActorCoordinates.zip