How far can you go with Gamesalad

2

Comments

  • Creator97Creator97 Member Posts: 140

    Why can Gamesalad not split my object in little rectangles (millions of them) automatically to have an perfect Collision Shape?!?! WHY?!!
    That s poor! ok I won t say that because I am not a programmer!

  • SocksSocks London, UK.Member Posts: 12,822
    edited October 2014

    @Creator97 said:
    Custom collision shapes are not available in GameSalad. The two possible collision shapes are rectangle and circle. It's possible to make ramps using a series of rectangles rotated to form a smooth-ish surface, but it's a pain to do so.

    Technically speaking, yes it would be possible to manually make a custom collision shape, it would involve a lot of rules, and a couple of invisible actors constrained to the actor of your choice.
    it would probably take around 30 minutes to an hour to achieve this.

    Making things like ramps is hardly 'a pain' in GameSalad, and constraining a couple of actors to another actor is not going to take 30 minutes to an hour, that's ridiculous, it would take you less than a minute.

    @Creator97 said:
    Let me think about this:
    Is that why NVIDIA is using VOXELS for its global illumination lighting. Because just then the light can bounce off again. I mean why is this so difficult?!?

    I'm not even sure what this means, what has a GPU manufacturer's use of voxels for GI got to do with custom collision shapes in GameSalad ?

    @Creator97 said:
    So then i have to make several objects (rectangles) that are not shown as visible that are following (constrain x and y positions) the actors. Is that what you mean with: "This may mean using groups of colliders"?!

    Yes.

  • Creator97Creator97 Member Posts: 140

    Thank you! Yeah I thought voxels are Rectangles in (speaking of 3D). They split their object into many voxels where they want to collide their light. Which are also many rectangles (I guess)
    But that does t matter.
    Is there a way that we can expect this feature that Gamesalad can split automatically the objects into small rectangles (which is the only way in modern game engines (no matter it s 2d or 3D) for complex collisions?!) in version 1.0?

  • SocksSocks London, UK.Member Posts: 12,822

    @Creator97 said:
    Thank you! Yeah I thought voxels are Rectangles in (speaking of 3D). They split their object into many voxels where they want to collide their light. Which are also many rectangles (I guess)

    Voxels are volumetric pixels.

    @Creator97 said:
    Is there a way that we can expect this feature that Gamesalad can split automatically the objects into small rectangles (which is the only way in modern game engines (no matter it s 2d or 3D) for complex collisions?!) in version 1.0?

    No one is able to say for sure other than GameSalad themselves, there has been no indication that this feature is coming, so for the foreseeable future I would say no you shouldn't expect any kind of automatic polygonal collision detection.

    This isn't the only way to have complex collision shapes, as has already been mentioned you can build complex collision shapes by using multiple actors constrained to the main actor.

  • AfterBurnettAfterBurnett Member Posts: 3,474

    @Creator97 said:
    Why can Gamesalad not split my object in little rectangles (millions of them) automatically to have an perfect Collision Shape?!?! WHY?!!
    That s poor! ok I won t say that because I am not a programmer!
    @Creator97 said:
    Thank you! Yeah I thought voxels are Rectangles in (speaking of 3D). They split their object into many voxels where they want to collide their light. Which are also many rectangles (I guess)
    But that does t matter.
    Is there a way that we can expect this feature that Gamesalad can split automatically the objects into small rectangles (which is the only way in modern game engines (no matter it s 2d or 3D) for complex collisions?!) in version 1.0?

    I'm not quite sure you understand what collision is... modern game engines generally use primitive polygons or your own 3D model meshes to generate the colliders. GS is similar, it has circle/square collision. It doesn't really need much more, as it's a 2D engine. I'm not sure what you're talking about by "splitting it into millions of pieces". That sounds pointless and extremely CPU intensive to me...

    Just build the custom colliders from multiple actors if you really need a complex collider. I don't know what you're trying to achieve but you'd be surprised what you can do with a simple square or circle hit box.

  • Creator97Creator97 Member Posts: 140

    I meant splitting the edges into small objects (squares). That would be perfect, when I would not have to do that manually.

  • AfterBurnettAfterBurnett Member Posts: 3,474

    @Creator97 said:
    I meant splitting the edges into small objects (squares). That would be perfect, when I would not have to do that manually.

    You don't have to do that manually. You just approximate the size and shape with hit boxes.

  • Creator97Creator97 Member Posts: 140
    edited October 2014

    @ POLYGAMe
    You mean having objects near to squares and circles, right? So when I don t have an object like that I have to do that how I said, right?

  • AfterBurnettAfterBurnett Member Posts: 3,474

    I give up... lol.

  • SocksSocks London, UK.Member Posts: 12,822

    @Creator97 said:
    You mean having objects near to squares and circles, right? So when I don t have an object like that I have to do that how I said, right?

    Weird language, it's almost as if you don't want anyone to understand you !? :D

    You can create complex collision shapes by combining rectangles and circles.

  • Creator97Creator97 Member Posts: 140
    edited October 2014

    Yeah sorry I am german. So I have a weird language. But that what you said:

    You can create complex collision shapes by combining rectangles and circles.

    I: Yeah thats what I know, but when my object isn t an exact rectangle or a circle I have to make several invisible objects (circles, rectangles) that are following this actor to get an exact collision.

    Anything wrong with what I know from you?

    @POLYGAMe: When there would not be this great community, I would have gave up a long time ago. So please don t give because then I to give up. :D

    I think you can learn from me too, when I am ready with my first App, hope so! :D

  • SocksSocks London, UK.Member Posts: 12,822

    @Creator97 said:
    Yeah sorry I am german. So I have a weird language.

    :)

    @Creator97 said:
    You can create complex collision shapes by combining rectangles and circles.

    I: Yeah thats what I know, but when my object isn t an exact rectangle or a circle I have to make several invisible objects (circles, rectangles) that are following this actor to get an exact collision.

    Anything wrong with what I know from you?

    That is right, for example if you want a triangle shape then use 3 long and thin rectangles to make the sides of the triangle.

  • Creator97Creator97 Member Posts: 140

    So I am back now. I didn t updated this here, but I am now working again. I will start now with the collisions.

  • Creator97Creator97 Member Posts: 140

    @robertkdale said:
    Honestly, you can push the program as far as you can imagine. I have a background in 3D animation and game design and I have been pretty impressed with GameSalad’s capabilities.

    In fact I am currently pushing the software a bit further with my current project.
    For my latest game I have modeled and animated all of the artwork using an industry standard 3D animation program called Maya. Also I use Photoshop.

    In sum, GameSalad is as good as the artist using it. GAMESALAD is an amazing tool with unlimited possibilities. It’s only real limitations are the ones that you place upon yourself.

    Lastly, below is some artwork from my current project designed exclusively for the iPad and iPad mini devices.

    Awesome the Game of the Month Congratulations!!! Looking fwd to be the next or second one. :smile:

    It s good to have a person like you here in one of my posts.

    Could you post what kind of experiences you had after you published it. Problems to face, money you made until now, impressions you got, and so on if you want to...

  • Creator97Creator97 Member Posts: 140

    Oh, just saw the interview i read that for now you can add something when you want to.

  • jigglybeanjigglybean Member Posts: 1,584

    I went as far as the shop with Gamesalad but then my electrical cord couldn't go any further.

    Like Balls? Then click here! We've 100 coming soon

  • Creator97Creator97 Member Posts: 140

    What?

  • Creator97Creator97 Member Posts: 140

    Is something wrong with my previous comment? That have to comment something like that.

  • SocksSocks London, UK.Member Posts: 12,822

    @jigglybean said:
    I went as far as the shop with Gamesalad but then my electrical cord couldn't go any further.

    Drum roll . . . . . cymbal crash ! :D

  • HopscotchHopscotch Member, PRO Posts: 2,782
    edited December 2014
  • Creator97Creator97 Member Posts: 140

    Good to know you are german my friend :smile:
    Anyone else?

  • Creator97Creator97 Member Posts: 140

    i just ask here so need to know:
    I just want to know why this folder is created. I think but I am not sure that it happened after an update. The folder nameoftheapp.gameproj in the same directory as the app was created and my app itself went from the name nameoftheapp to nameoftheapp 2. I just deleted the other folder and renamed the app without the 2. Nothing happened. So for what is this folder? I mean if I would want to edit the single files I could just go right click on the app and then there is the whole package data...

  • Creator97Creator97 Member Posts: 140
    edited January 2015

    After weeks of not updating this blog I will just post major updates and ask questions and here's one:
    I really can't figure it out. I did it how I thought it should work but it doesn't. (The link is for downloading my project file.)

    https://www.dropbox.com/s/qj086kon8u5qgdw/Don't Move after Collision.gameproj.zip?dl=0

    This should work in the fixed project:

    • After the two Players collided it should change the scene to 'Choose Level'
    • After the Player collided it should stay at its position where it first collided with the wall.

    If you can fix just one problem, please upload the fixed project too (or make a screenshot). I hope you can help me. Thank you!

  • Creator97Creator97 Member Posts: 140

    Oh this is an easy step (motion=0) I should have tried. The other thing with change scene someone else figured out. (You did just change the scene no matter how many collided.)
    I will update the question with the correct file.

    Thank you Jamie

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
  • Creator97Creator97 Member Posts: 140

    BTW I really didn't figure out how to attach a file to a post. I saw many having one underneath the text as an icon. How can I do that? Is the only solution a link isn't there an option to save the files here in the forum discussion?

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    You have to be pro to have the perk of attaching a file here in the forum.

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited January 2015

    As a non-Pro member, you're welcome to post a link to a project file or screenshot. But you'll need to host it elsewhere (e.g. MediaFire or Dropbox).

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  • Creator97Creator97 Member Posts: 140

    it would be better if it would be accessible to all but just for project files.

    (Dead Links)

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