I admit, I wasn't really sure what I could do with this new feature when it was announced, but then the more I read about it, the more I realized how much potential it has beyond "making levels collision perfect".
For example, I had scrapped this giant boss guy earlier due to needing to constrain a ton of invisible actors, but now with polygonal collision, I can actually use him. Not only that, since each part like his arms is a seperate actor, it can allow him to have both polygonal collision as well as have it move around without the need for a custom polygonal for each frame, since the "animation" are joint actors moving around a pivot.
I just thought of a question, can a polygonal shape "turn around"? Say something is shaped like an P, facing right, it looks like a P, when facing left, the shape bump of the P would be facing left. Would polygonal shapes be able to do that? If not, I could just have the actor destroy itself and spawn an actor with a reflected version of the shape to simulate turning around.
Hey, remember when I said we'd be releasing 1.24 this week barring any unexpected issues? Well, those issues have popped up. The bad news is that it looks like the release will be delayed until next week. The good news is that custom collision will be a bit easier to use (no need to import your image into the shape editor as a square), and there will be some general performance optimizations.
That's fine. The last few updates have been pretty disruptive, so we can still use some time to catch up to those. Give us too much too fast and you'll end up with a community stuck in feature-creep mode and not releasing anything.
@stevej said:
Hey, remember when I said we'd be releasing 1.24 this week barring any unexpected issues? Well, those issues have popped up. The bad news is that it looks like the release will be delayed until next week. The good news is that custom collision will be a bit easier to use (no need to import your image into the shape editor as a square), and there will be some general performance optimizations.
Sounds great, a question . . .
Will we able to change/animate the COM at run time ?
@stevej said:
Hey, remember when I said we'd be releasing 1.24 this week barring any unexpected issues? Well, those issues have popped up. The bad news is that it looks like the release will be delayed until next week. The good news is that custom collision will be a bit easier to use (no need to import your image into the shape editor as a square), and there will be some general performance optimizations.
@stevej said:
Hey, remember when I said we'd be releasing 1.24 this week barring any unexpected issues? Well, those issues have popped up. The bad news is that it looks like the release will be delayed until next week. The good news is that custom collision will be a bit easier to use (no need to import your image into the shape editor as a square), and there will be some general performance optimizations.
Sounds great, a question . . .
Will we able to change/animate the COM at run time ?
No; we'd like to support that at some point, but it won't be available for the 1st release.
@stevej said:
No; we'd like to support that at some point, but it won't be available for the 1st release.
Thanks for the reply. Yeah it would be great if it was supported at some stage in the future, it'd open up all sorts of extra not-immediately obvious fun stuff !
One other question . . . with the ability to change the COM, when you constrain actor A's position to actor B's position, does this place actor A at actor B's COM, or in other words is an actor's location defined by its centre of mass ?
@stevej said:
No; we'd like to support that at some point, but it won't be available for the 1st release.
Thanks for the reply. Yeah it would be great if it was supported at some stage in the future, it'd open up all sorts of extra not-immediately obvious fun stuff !
One other question . . . with the ability to change the COM, when you constrain actor A's position to actor B's position, does this place actor A at actor B's COM, or in other words is an actor's location defined by its centre of mass ?
No, the constraint is from the center of the object. Would making it the COM be useful?
@stevej said:
No; we'd like to support that at some point, but it won't be available for the 1st release.
Thanks for the reply. Yeah it would be great if it was supported at some stage in the future, it'd open up all sorts of extra not-immediately obvious fun stuff !
One other question . . . with the ability to change the COM, when you constrain actor A's position to actor B's position, does this place actor A at actor B's COM, or in other words is an actor's location defined by its centre of mass ?
No, the constraint is from the center of the object. Would making it the COM be useful?
So how exactly would the app viewer work... I'm so excited for that!!!! Geese, I feel so great because ppl actually recognize my user name on this forum... Mainly because I ask a lot of damn questions but I been rocking with you guys for years!!! Ever since learning from tshirtbooth in the beginning happy to be apart of this awesome community!
@digitalzero said:
So how exactly would the app viewer work... I'm so excited for that!!!! Geese, I feel so great because ppl actually recognize my user name on this forum... Mainly because I ask a lot of damn questions but I been rocking with you guys for years!!! Ever since learning from tshirtbooth in the beginning happy to be apart of this awesome community!
You will install the GameSalad Viewer onto your iPhone/Pad from the iTunes store, and then connect to it in Creator to preview your games on it. You can do this already, but it requires downloading and building the Viewer on a Mac. This will let people without Macs be able to test games directly on their devices too.
We also plan a Viewer available on the GooglePlay store as well.
You will install the GameSalad Viewer onto your iPhone/Pad from the iTunes store, and then connect to it in Creator to preview your games on it. You can do this already, but it requires downloading and building the Viewer on a Mac. This will let people without Macs be able to test games directly on their devices too.
We also plan a Viewer available on the GooglePlay store as well.
Hi @stevej So from reading your post is there a chance the android viewer app will not be released at the same time as the iOS one? I look forward to both but the android app a bit more so. Thanks!
You will install the GameSalad Viewer onto your iPhone/Pad from the iTunes store, and then connect to it in Creator to preview your games on it. You can do this already, but it requires downloading and building the Viewer on a Mac. This will let people without Macs be able to test games directly on their devices too.
We also plan a Viewer available on the GooglePlay store as well.
Hi @stevej So from reading your post is there a chance the android viewer app will not be released at the same time as the iOS one? I look forward to both but the android app a bit more so. Thanks!
FYI for people creating collision shapes for their actors: If you are using PhysicsEditor with the exporter plugin linked on the custom collision help page, please redownload the plugin and recreate your shapes. We've added some data to the JSON file that lets you use non-square objects in PhysicsBodyEditor.
And if you are using PhysicsBodyEditor, your actor images no longer need to be square.
(Yes, we changed the plugin for one product to improve the support for a different one.)
Thanks so much for the reply... looking forward to having the viewer in the app store... cause dang it was such a tedious process the other way lol! love the fact that theres always something to look forward to as well! im definitely not complaining about the 20 dollars a month coming out of my boyfriends account lol
Comments
I see you gave him the bird!
Me trying to not give you an "Agree."
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Waiting... waiting... waiting
I admit, I wasn't really sure what I could do with this new feature when it was announced, but then the more I read about it, the more I realized how much potential it has beyond "making levels collision perfect".
For example, I had scrapped this giant boss guy earlier due to needing to constrain a ton of invisible actors, but now with polygonal collision, I can actually use him. Not only that, since each part like his arms is a seperate actor, it can allow him to have both polygonal collision as well as have it move around without the need for a custom polygonal for each frame, since the "animation" are joint actors moving around a pivot.
I just thought of a question, can a polygonal shape "turn around"? Say something is shaped like an P, facing right, it looks like a P, when facing left, the shape bump of the P would be facing left. Would polygonal shapes be able to do that? If not, I could just have the actor destroy itself and spawn an actor with a reflected version of the shape to simulate turning around.
Hey, remember when I said we'd be releasing 1.24 this week barring any unexpected issues? Well, those issues have popped up. The bad news is that it looks like the release will be delayed until next week. The good news is that custom collision will be a bit easier to use (no need to import your image into the shape editor as a square), and there will be some general performance optimizations.
That's fine. The last few updates have been pretty disruptive, so we can still use some time to catch up to those. Give us too much too fast and you'll end up with a community stuck in feature-creep mode and not releasing anything.
Sounds great, a question . . .
Will we able to change/animate the COM at run time ?
Thanks for the heads up.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
No; we'd like to support that at some point, but it won't be available for the 1st release.
Thanks for the reply. Yeah it would be great if it was supported at some stage in the future, it'd open up all sorts of extra not-immediately obvious fun stuff !
One other question . . . with the ability to change the COM, when you constrain actor A's position to actor B's position, does this place actor A at actor B's COM, or in other words is an actor's location defined by its centre of mass ?
No, the constraint is from the center of the object. Would making it the COM be useful?
Only if it was an option. If I had to pick one, it would be centre of the object. But having the ability to hook into either would be amazing.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
If it were an option it would be really useful !
EDIT: what @Armelline said.
That would be incredibly useful!
Vote for Nearest Neighbor Scaling option in gamesalad! Let's make our games look truly stunning!
So how exactly would the app viewer work... I'm so excited for that!!!! Geese, I feel so great because ppl actually recognize my user name on this forum... Mainly because I ask a lot of damn questions but I been rocking with you guys for years!!! Ever since learning from tshirtbooth in the beginning happy to be apart of this awesome community!
Btw a lot of this still feels like I'm reading some different language... I'm just a simple anime artist
You will install the GameSalad Viewer onto your iPhone/Pad from the iTunes store, and then connect to it in Creator to preview your games on it. You can do this already, but it requires downloading and building the Viewer on a Mac. This will let people without Macs be able to test games directly on their devices too.
We also plan a Viewer available on the GooglePlay store as well.
more excited to see the app viewer.
Hi @stevej So from reading your post is there a chance the android viewer app will not be released at the same time as the iOS one? I look forward to both but the android app a bit more so. Thanks!
Androids will always eat Apples for energy!
FYI for people creating collision shapes for their actors: If you are using PhysicsEditor with the exporter plugin linked on the custom collision help page, please redownload the plugin and recreate your shapes. We've added some data to the JSON file that lets you use non-square objects in PhysicsBodyEditor.
And if you are using PhysicsBodyEditor, your actor images no longer need to be square.
(Yes, we changed the plugin for one product to improve the support for a different one.)
Sounds good! Any ETA?
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
This. ^
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
That's why Androids spit the pits!
Thanks so much for the reply... looking forward to having the viewer in the app store... cause dang it was such a tedious process the other way lol! love the fact that theres always something to look forward to as well! im definitely not complaining about the 20 dollars a month coming out of my boyfriends account lol
Still looking like this week.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support