It's all labelled up, and hopefully gives others something to learn from, adjust and implement into their own games, storybooks, apps or what ever.
As well as the rules for the parallax offsets for foreground and background layers, it also includes rules which stop the constraining behaviours happening when outside a given area around the camera. This should reduce the load on the CPU as well as stop actors from moving so far out of the scene that they are automatically destroyed when they go 500px outside the scene area.
@RThurman 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.
OK, I wasn't sure if I was missing some fundamental insight or something. But now that you mention it -- it does seem like a good practice to test with attributes like that.
@Socks I'm curious how you did the magic splash screen. You didn't place each actor manually did you? Thanks
@blue_elephant im not great at writing rules so i cant tell you how to do it. but it looks like the word MAGIC is just a image being erased by the circle, while releasing particles at the direction its going.
@Socks I'm curious how you did the magic splash screen. You didn't place each actor manually did you? Thanks
@blue_elephant im not great at writing rules so i cant tell you how to do it. but it looks like the word MAGIC is just a image being erased by the circle, while releasing particles at the direction its going.
Each pixel is an individual actor, open the file and take a look, you can click on them and move them around.
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Gravity vs Rotation
I've gotten tons of personal messages and emails asking for this demo. Rotate the camera in any direction, and the gravity which is applied to the actor will continue to accelerate as if it's direction is set to 270. Here's a quick demo I made. Simple, but fun.
(From a previous discussion last month, but perhaps its appropriate to put this here.)
Joints are really just a definition of the relationship between two objects. When one creates a relationship between two or more objects a joint is created.
If you looked at the Box2D source code, you would find that its just using the same math functions that GameSalad has to define those relationships. Blah, Blah, Blah, math, Blah, Blah.. math, Blah, Blah, math, math, Blah, Blah....
Well any way, here is an example of how to use two simple move behaviors in each actor to create chain joints. It just shows the basic principles. But one could use the same principles to create elastic joints (with acceleration behaviors).
The first scene has links between two fixed points. You can use it to make a trampolene or a sling shot. You can drag the end points around and the joints do their chain thing. If you want, you could put obstacles in the scene, just to prove that the chain links can bump into stuff and react to physics.
The second scene has one end of the chain free. It shows how to make something more like a "cut the rope" style rope/chain.
Its best to think of the actors as the 'joints'. Not as the chain links. You would build the chain links to go between the 'joints'.
@jayleedesigns -- I'm really enjoying the Fruit Ninja Blade demo. To me it demonstrates the art of illusion and perception that can go into crafting a good game mechanic. Thanks for sharing with the community!
@jayleedesigns -- I'm really enjoying the Fruit Ninja Blade demo. To me it demonstrates the art of illusion and perception that can go into crafting a good game mechanic. Thanks for sharing with the community!
Thanks! Hopefully I'll have some more goodies to add soon!
Comments
I like the first method, that could come in handy. Thanks for sharing!
'Free Vertical & Horizontal Parallax Template' .
It's all labelled up, and hopefully gives others something to learn from, adjust and implement into their own games, storybooks, apps or what ever.
As well as the rules for the parallax offsets for foreground and background layers, it also includes rules which stop the constraining behaviours happening when outside a given area around the camera. This should reduce the load on the CPU as well as stop actors from moving so far out of the scene that they are automatically destroyed when they go 500px outside the scene area.
Head here to download the template for free:
http://www.stormystudio.com/game_templates.html
And here's a little video preview to see what I'm talking about:
Well done, very good work there.
And thanks to @Socks for this thread. Its really nice to be able to celebrate these great little GS victories with others.
- Thomas
Great parallax stuff !
I'll tell you how it's done once I'm finished with it.
I've gotten tons of personal messages and emails asking for this demo. Rotate the camera in any direction, and the gravity which is applied to the actor will continue to accelerate as if it's direction is set to 270. Here's a quick demo I made. Simple, but fun.
Enjoy!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Here is a where's my water demo I posted a looong time ago. Enjoy.
https://www.dropbox.com/s/msqta1s2jhfqtrs/wheresmywater.zip
Making the world better one pixel at a time!
My Website
Over 70 AWESOME Gamesalad Templates by me!
HIRE ME!
(From a previous discussion last month, but perhaps its appropriate to put this here.)
Joints are really just a definition of the relationship between two objects. When one creates a relationship between two or more objects a joint is created.
If you looked at the Box2D source code, you would find that its just using the same math functions that GameSalad has to define those relationships. Blah, Blah, Blah, math, Blah, Blah.. math, Blah, Blah, math, math, Blah, Blah....
Well any way, here is an example of how to use two simple move behaviors in each actor to create chain joints. It just shows the basic principles. But one could use the same principles to create elastic joints (with acceleration behaviors).
The first scene has links between two fixed points. You can use it to make a trampolene or a sling shot. You can drag the end points around and the joints do their chain thing. If you want, you could put obstacles in the scene, just to prove that the chain links can bump into stuff and react to physics.
The second scene has one end of the chain free. It shows how to make something more like a "cut the rope" style rope/chain.
Its best to think of the actors as the 'joints'. Not as the chain links. You would build the chain links to go between the 'joints'.
http://www.mediafire.com/download/9vjq4qtil8bgnd1/ChainJointsUsingMove.zip
https://www.dropbox.com/s/mw4j81gkryz3bxt/GobtronTemplate.zip
Making the world better one pixel at a time!
My Website
Over 70 AWESOME Gamesalad Templates by me!
HIRE ME!
https://www.dropbox.com/s/23j5qpyzlfv6hyu/FruitNinjaBlade.gameproj.zip
Making the world better one pixel at a time!
My Website
Over 70 AWESOME Gamesalad Templates by me!
HIRE ME!
Darren.
Thanks! Ummm... I think. (Wipes up some spilled juice.)
Making the world better one pixel at a time!
My Website
Over 70 AWESOME Gamesalad Templates by me!
HIRE ME!