A sneak peak at the first game I intend to put custom collision shapes in. It's a little iffy with the registering the swipes sometimes on Arcade but I'll troubleshoot that once I'm back working on it:
It uses GameSalad's built in physics, absolutely no movement behaviours in any actors. Polygonal collision shapes will let me add some interesting new objects and improve the "collectors" considerably!
@crestwoodgames said:
Great stuff! Having the GS viewer on the APP store allows us to not pay the 99$ apple fee until we are ready to release a game right?
If so, that is awesome too!!
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@stevej said:
I'm looking in to doing that, meanwhile you can get the same effect as described above.
Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.
owen_dennisJust a guy, you know.Member, PROPosts: 236
edited November 2015
@stevej said:
Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.
Amazing! You are you bangin' it out!
I assume that means we'd be able to constrain the values to some other value?
So if I had and arrow rotating around a player character, I would have the player character broadcast their x and y position to some x and y game attributes, then constrain the rotating arrow to those x and y game attributes? If the player character moves around, I guess that would mean only the arrow's center of mass would change, which would mean I'd still have to constrain the arrow's position x and y to those same coordinates.
How will the system deal with "position x" then? Will positions be the center of mass or still the center of the actor?
@stevej said:
Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
@stevej said:
Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.
Comments
A sneak peak at the first game I intend to put custom collision shapes in. It's a little iffy with the registering the swipes sometimes on Arcade but I'll troubleshoot that once I'm back working on it:
http://arcade.gamesalad.com/games/133858
It uses GameSalad's built in physics, absolutely no movement behaviours in any actors. Polygonal collision shapes will let me add some interesting new objects and improve the "collectors" considerably!
Will be showing how to make it on the Academy!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Cool @Armelline , I love messing with tonnes of physics objects!
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I'm going 100% with "probably elephant shaped" because... elephants.
Amiright?
@Armelline that's pretty cool!
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I'd really like to have an answer on the touch vs collision question please
Would it still work if you scaled your image? Would the collision polygons scale with the image?
You could test it out with the difference right now between a circle and square.
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Wow Finally!!! GameSalad you are Amazing
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Bring it on!!!
Touch does not use the custom collision shape. We may add that in the future.
That's good news for me I needed them to be seperated!
Does this this mean that there will be an option to offset the origin point of an actor?
you can already do this, @socks had an example up earlier in this thread i think
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I'm looking in to doing that, meanwhile you can get the same effect as described above.
Or if you want to avoid constraints, position your picture off center in the image (as you can do now).
With custom collision shapes we will have the added freedom to place these as we need.
Example: "The Duck of Death" (+1 for those that get the reference without googling! )
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So excited for this! I can hardly stand the wait.
@Hopscotch, nice idea!
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
I know the feeling! This has been me this past week:
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
And more creative games will coming soon
my apps:
https://itunes.apple.com/us/artist/firas-alhasnawi/id1015468746
i think this is the feature that @socks was waiting for to make his spider game a reality!
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Yep, finally Tony the Spider™ will get his shot at the App Store top 10*
*actually probably top 400.
Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.
Why is there no bigger smiley!
Can't wait!
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
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Amazing! You are you bangin' it out!
I assume that means we'd be able to constrain the values to some other value?
So if I had and arrow rotating around a player character, I would have the player character broadcast their x and y position to some x and y game attributes, then constrain the rotating arrow to those x and y game attributes? If the player character moves around, I guess that would mean only the arrow's center of mass would change, which would mean I'd still have to constrain the arrow's position x and y to those same coordinates.
How will the system deal with "position x" then? Will positions be the center of mass or still the center of the actor?
Vote for Nearest Neighbor Scaling option in gamesalad! Let's make our games look truly stunning!
That is so awesome!!!!!!
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Woah!!!!
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Yes...that...exactly!
Keeps getting better and better!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support