⚡ The Power of Unicode . . . . ⚡
Socks
London, UK.Member Posts: 12,822
Did you know Unicode symbols are compatible with GameSalad . . . ?
You cut and paste your Unicode symbol into a Display Text behaviour and it displays as if it were normal text - and it carries over to your iOS device too . . .
Example:
I got some Unicode characters and pasted them into a Display Text behaviour:
I then hit preview in GameSalad and they displayed exactly as they should:
I then passed the project over to my iPad which also displayed the characters correctly.
(screenshot from iPad)
So, perhaps not a big deal in the grand scheme of things, but it's probably worth knowing that there are a whole bunch of symbols and characters available to GameSalad (around 40,000 I think) that could be used (copyright free) for buttons and power bars and general game furniture, and you don't have to import any artwork into GameSalad for them.
You cut and paste your Unicode symbol into a Display Text behaviour and it displays as if it were normal text - and it carries over to your iOS device too . . .
Example:
I got some Unicode characters and pasted them into a Display Text behaviour:
I then hit preview in GameSalad and they displayed exactly as they should:
I then passed the project over to my iPad which also displayed the characters correctly.
(screenshot from iPad)
So, perhaps not a big deal in the grand scheme of things, but it's probably worth knowing that there are a whole bunch of symbols and characters available to GameSalad (around 40,000 I think) that could be used (copyright free) for buttons and power bars and general game furniture, and you don't have to import any artwork into GameSalad for them.
Comments
But as we all know the display text behaviour makes txt rly blury on devices so would these images be blury on the actual device?
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The symbols look fine on the device (see screenshot above)
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: )
Obviously what's cool about the black and white stuff is that you can colour it however you want within GS.
⚡⚡And remember there are thousands of these symbols out there !⚡⚡
Unicode 'ball'.
The thing I can see first up is text does not get treated like other objects - so you can't change the alpha on that - or the colour with behaviours - you would have to do that with rules instead eh?
Cheers, M@
8-X :-B
You have to make the box alpha 0 - but what about the ball?
You can't make the ball Alpha 0 like you could with a normal image based actor.
Do you get me now?
Thanks @socks
I'm not 100% sure what you are trying to get at ? You can make the ball sit on an invisible background like any other text, that's all you'd ever really want to do, unless you're thinking of something fiendishly clever that I've not spotted ?!? 8-X
Want the ball to be on a yellow square, make your actor yellow and you have what you want . . .
Want the ball to be on a black square, make your actor black and you have what you want . . .
Want the ball to be on an invisible square, make your alpha channel = 0 and you have what you want . . .
etc etc
Is this what you mean ?
:-B
When you change the colour of text when using pictorial Unicode nothing happens, when you change the colour of text when using non-pictorial Unicode it acts exactly like text and takes on the colour you assign it.
:-B :-B :-B :-B :ar!
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I was not saying it was an image based actor - I was comparing it to one - sorry if that is not clear :-B
And this will make you laugh - this thread looks like this in my tab on my browser... "⚡ The Power of Unico..."
The Power of Unicorn: The power of the mysterious unicode unicorn is about to be unleashed!
Good stuff, @Socks! :-)
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Edit: Seems to work exactly as you described on IOS 7.0.4
Edit 2: Ok, have a better understanding of it now:
Minimal IOS version during build phase (adhoc) - Target Device running IOS 6.1.2
- IOS 4.3: 3mm, black-and-white
- IOS 5.0: 3mm, color
- IOS 6.0: 3mm, color
Minimal IOS version during build phase (adhoc) - Target Device running IOS 7.0.4
- IOS 5.0: color, as shown in Socks screenshots and as seen in the preview in GS on MAC
Conclusion: Only use if you expect all users to be running IOS 7.
(Socks, you still rock though :-)
Good stuff, needs lots of testing, exactly like you are doing, to find out its uses / limits / foibles, I only tested on OS7.
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This is pretty cool! Thanks for sharing.
The funny part is that I might use this in my upcoming game if my artist (cough daughter cough) still feels like not delivering the proposed artwork. I asked her if she wanted to draw some characters for me, and she said yes, but that was a couple of weeks ago, and I'm running out of code...
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