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  1. Screen Size for Pixel Art, Theory, correct me if I am wrong.

    Socks
    by Socks · October 2015
    Here's a small section chopped out of the full-res files, top left (left) and top right (right):
  2. Screen Size for Pixel Art, Theory, correct me if I am wrong.

    retired_15c062e5948741bbcccebd112ef566c2
    by retired_15c062e5948741bbcccebd112ef566c2 · October 2015
    @RossmanBrothersGames I have always scaled my images up to about 5 times the needed size and they look great! @Socks thanks for showing me that! Tis really cool! And the top left looks VEEEERY, slight
  3. Screen Size for Pixel Art, Theory, correct me if I am wrong.

    Socks
    by Socks · October 2015
    Top - a 48 x 48 pixel image - each pixel has been doubled, so the blue and black vertical lines are 2 pixels wide (x2) in the original asset - applied to a 24 x 24 pixel actor.
  4. Does Game Salad publish to Nexus Player (Android TV) and support the ASUS Gamepad?

    Hymloe
    by Hymloe · October 2015
    I was at Unite Melbourne and GCAP (Australia's GDC) this last weekend (absolutely amazing), and I scored myself a Nexus Player and the ASUS Gamepad.
  5. cutting images from sprite sheets

    Gnarly
    by Gnarly · October 2015
    (Quote)
  6. cutting images from sprite sheets

    Hopscotch
    by Hopscotch · October 2015
    To get around it, I would suggest cutting each frame and placing it on a separate layer.
  7. A Long Way Home RELEASED on Steam!!

    jonmulcahy
    by jonmulcahy · October 2015
    I'm about 50% of the way there to getting into the top 100, so please give it a vote or retweet! (Image)
  8. Coming Real Soon Now (tm): Polygonal Collision & App Store GS Viewer

    dgackey
    by dgackey · October 2015
    There's more top secret stuff in the works that's a bit too early to talk about yet, too, but I wanted to let you all know about these two big upcoming features.
  9. Smoother VectorToAngle

    Socks
    by Socks · October 2015
    That should work fine, all you need to player to be able to do is to drag a longer line.
  10. Smoother VectorToAngle

    app_sauce
    by app_sauce · October 2015
    in the same manner. So if the ball is at the top of the screen the player would not have to drag their finger passed the ball in order to shoot it down to the bottom of the screen. I guess I will
  11. Gamesalad and Random Number Generation - Let's Science!

    Deviros
    by Deviros · October 2015
    numbers, over time, usually leaning toward the top end of the spectrum. This is quite frustrating, and I would tend to perceive, even with a random (0,1) generator, that the generator was favoring 1
  12. Simplest thing ever

    Gnarly
    by Gnarly · October 2015
    Destroy
  13. Simplest thing ever

    ichooicedanotherbrodamncmon!!1
    by ichooicedanotherbrodamncmon!!1 · October 2015
    Hi guys. I created a square and a stick so the stick should destroy when collided. I didnt add collide behaviors but I added overlaps or collides in rule and the a destroy actor behavior. So when it c
  14. Top Scares

    superbullet
    by superbullet · October 2015
    Greetings, Gamesalad-ineers the new game is called Top Scares based off the five nights at freddy's genre.
  15. spawnning an actor at the top of the scene

    Socks
    by Socks · October 2015
    You want to spawn at actor at the top of your scene ?
  16. spawnning an actor at the top of the scene

    digitalzero
    by digitalzero · October 2015
    i was trying to figure if theres a way to spawn the actor at the top of the scene... i know i could use another game attribute and calculate it that way but i dont want to have to do that for every sc
  17. Falling Snow effect , Particles and Performance

    RabidParrot
    by RabidParrot · October 2015
    The movement of the snow really depends on the particle behavior and the layer that the snow is on. Is it scrollable or not scrollable?
  18. Falling Snow effect , Particles and Performance

    RabidParrot
    by RabidParrot · October 2015
    (Quote)
  19. Falling Snow effect , Particles and Performance

    Socks
    by Socks · October 2015
    If I understand this correctly (and I'm going to guess your project is iPad landscape) this is very inefficient, you have particles spawning across the entire 13,000 pixel range when you can only see
  20. Page not found -Gamesalad Home

    CodeWizard
    by CodeWizard · October 2015
    Yeah, we're aware of the problem. Top men are on the job.
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