Would it be possible to add some kind of "draw order" for the actors? Not some trick where you put the same actor on two different layers - but an actual attribute that lets an actor be drawn in front of another actor based on some variable.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
edited April 2013
Hi @CodeWizard – a sort of optimisation: It'd be great to see a more refined Keyboard Input Behaviour some time in the future, in particular the ability to have a cursor appear in an actor acting as a field, instead of the ugly whole screen thing we have at the moment... also ability to set max. amounts of characters per line and max. amount of lines would be terrific (or just be limited by size of the actor text field). :-)
@LeaonardDeveloper - *Pst.. You kind of can change the spinner, at least for android.* :P - Thomas P.S. Yes, I'm aware of the downfalls of using the method suggested in the thread.
I would love too see some type of detailed analytics system implemented into GameSalad, mobclix was a good start but does not give you enough information.
The 1 key thing missing for me is just a simple button .. It would make my life sooooo much easier ... In fact it doesnt need to be a button, it could be a behaviour ... A simple, quick, easy to add, 'Make Top 10 All Paid Games'
Whilst all of these suggestion would be great, I think one of the highest priorities should be stability.
Don't get me wrong, I love GameSalad, but it's very disruptive to have the thing crash on me at random intervals. I'm just starting on a new project, so there is nothing too intense anywhere in my game.
Like when I back out of an actor to get back to the scene, open a new actor to add a behavior, simple things like that will cause GameSalad to crash.
Please, work on that.
EDIT: For the record, five crashes in about two hours today.
Memory usage and loading time is essential optimization for me... And a possibility to create reusable parametrizable scripts (like custom behavior but callable as a function) is my dream
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Another thing. I'm not sure if anyone has pointed this out yet. If so, forgive me - The ability to select multiple actors and move them around. When your making a word game or even a block removal game you have to rearrange actors one by one if you decided their positions needed to change. The ability to hold shift and select multiple actors would be amazing.
@CodeWizard One mega awesome and potentially easy thing: If you could, before we have proper collision shapes etc., at least allow us to define the collision box (round/square/rectangle) of actor, relative to actor, that would be AWESOME.
Now, even having a simple rectangle in puzzle game with glow is tiresome, because the "glow" will register as a hit or its "edge" ....
Whereas if you have a square image of 120, with a bunch of glow around it in the image, you can at least define a hit box of 100.
This would be an awesome intermediate step regarding collision... (For circles, being able to define the radius..)
This is in relation to the animate behavior. Here is a thought. I know that there are two potential things. One is that say an animation that executes based on game frame rate variances based on action and the current animation behavior works pretty good for that. Second is syncing an animation to a sound file. Since the sound file doesn't get hindered by the game frame rate maybe we could have a second animate behavior that will sync to the clock instead of the game frame rate. Maybe by seperating the two actions it will deliver better results for the two different actions instead of a one size fits all?
One more thing I hate when ever you move an Actor on the scene it unlocks its size and that gets aggravating when your moving a lot of them can't they stay locked until I open the actor or actually change its size on the scene.
If anyone has a good example of a project that has this dreaded spawn lag, that would help us in tracking down the cause. I have some ideas, but it'll speed things up to have a simple example of the issue.
@CodeWizard I can send you my project if you like? I'd need to provide you a link to download from as its quite big but the spawning side of it is simple enough to see
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Hi @CodeWizard – a sort of optimisation: It'd be great to see a more refined Keyboard Input Behaviour some time in the future, in particular the ability to have a cursor appear in an actor acting as a field, instead of the ugly whole screen thing we have at the moment... also ability to set max. amounts of characters per line and max. amount of lines would be terrific (or just be limited by size of the actor text field). :-)
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Please let us modify the loading icon too.
:P
- Thomas
P.S. Yes, I'm aware of the downfalls of using the method suggested in the thread.
when HIBERNATE.. there you have it.
Pull your finger out ey @CodeWizard
Don't get me wrong, I love GameSalad, but it's very disruptive to have the thing crash on me at random intervals. I'm just starting on a new project, so there is nothing too intense anywhere in my game.
Like when I back out of an actor to get back to the scene, open a new actor to add a behavior, simple things like that will cause GameSalad to crash.
Please, work on that.
EDIT: For the record, five crashes in about two hours today.
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And a possibility to create reusable parametrizable scripts (like custom behavior but callable as a function) is my dream
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Apologies accepted
EDIT: Oh snap! It's even on the same page! Epic fail!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
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Now, even having a simple rectangle in puzzle game with glow is tiresome, because the "glow" will register as a hit or its "edge" ....
Whereas if you have a square image of 120, with a bunch of glow around it in the image, you can at least define a hit box of 100.
This would be an awesome intermediate step regarding collision... (For circles, being able to define the radius..)
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