How to change color?
Team6Labs
Member Posts: 541
Is it possible to change the color of an actor with the behavior change attribute? Are there any other behaviors? for example, if I was something that's white to become green after 5 seconds, how do I do this?
Thanks
Thanks
Comments
As for changing the color after 5 seconds, check out the "timer" behavior .
Be sure to use the expression editor to enter those values.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Thanks tatiang, I didn't know this!
Might be worth not letting the user enter anything at all then no? ^_^
Good luck
Aaron
Unless there are items that simply can not, or more to the point, should not, be typed into the EE, then I feel like there is no real reason for the division between the two states. If you want to eliminate a step, simply make the EE the default, and instead of a popup window, have it all as a drop down.
That being said however, as you pointed out, and as I am well aware, I am new, so, wha-do-I-know. lol
I've read through the manual and there doesn't seem to be any real mention of the distinction between the two states. :P
EDIT: By the way, when I say 'simply' I obviously am not referring to the complexity in which said features should or should not be viably implemented.
I'm jus' "sayin"
Direct entry
---------------
0 (integer)
150 (integer)
8.45 (real)
Enter your name: (text)
true (boolean)
Expression editor
-----------------------
2*self.Position.X (real)
"Welcome, "..game.PlayerName (text)
floor(self.Position.X/50)*50 (integer)
random(1,10) (integer)
Game.Paused (boolean)
Note that boolean attributes can not be concatenated in the expression editor. So "Paused? "..game.Paused (boolean) will return an invalid expression.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Your "idiot-proof" remark rings as ironic given the engine that you are defending. Game Salad is already "idiot-proofing" the whole process -- This is not a bad thing! The developers themselves have stated in many places that this is their intended goal. Game creation for everyone.
But I digress, it is what it is.
@tatiang: I knew about the text and int/real already, but, what if you wanted text that simply stated "true"? How would you do that? How does GS differentiate between standard text and code? I ran into a situation where typing in a pow gave me mathematic feedback (this was not typed into the EE).
Furthermore, if I type in a function, without opening the EE is it still a function? In my example above it certainly acted like one. How about if I open the EE after having typed the function, will it then activate as a function since it has now been implemented within the EE?
Either way, thank you both for your feedback, this has all been quite illuminating and enlightening.
Your mileage may vary with Windows creator if that's what you're using, but with the newest Mac version I didn't find those issues.
I like your idea of a single entry field without designation as either expression or non-expression.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
0 = false
I think his idea makes a lot of sense given the current deign, but ultimately we are talking about improving what, to me at least, is an already flawed HCI, the idea of forcing someone to spend their days working in a tiny one character high and 30 character wide interface is a little insane given people have often got vast monitor real estate at their disposal.
@Socks: You hit the nail on the head. Just because this is the status quo, does not mean there isn't any room for improvement. I find this kind of thinking in any software that has long time users. I myself have been guilty of this. We get used to working one way for so long that we get defensive at a new idea, especially from new users. In retrospect I think it's the new users who provide the most valuable feedback.
I've found that alot of great game developers work this way. They are constantly testing their game against new audiences. Valve is famous for this.
I think a semi optimal input interface would be a code editor with all the advantages of Game Salads drag and drop utilities. Granted I have only been using GS for a couple of weeks, but I've already run into instances where I know exactly what piece of code I want and it would be simpler to type it in than to go through 5 layers of menus.
Anyhow, there are probably good reasons for the current implementation behind the scenes that we aren't privy to. Which I am obviously fine with, like I said, it is what it is, but I find it silly when anyone suggests that the current implementation is good enough as-is, simply because they are used to it being a certain way.
Cheers guys! Thanks for the awesome feedback.