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  1. 8 Bit Space (now available on iPad)

    bob loblaw
    by bob loblaw · November 2019
    i see. the only other suggestion i could make with that then is try putting your own custom siding on a hud layer to cover the other rooms.
  2. 8 Bit Space (now available on iPad)

    Glass Frog
    by Glass Frog · November 2019
    Its a shame there is no way of keeping the game at 4:3 and just stretching out the on-screen buttons to fill the whole screen using something like a GUI layer.
  3. 8 Bit Space (now available on iPad)

    tatiang
    by tatiang · November 2019
    You'll notice that the train car at the top of the screen gets snapped to a grid square above where you might expect it to be. So in this case, the threshold for correct placement is somewhat low.
  4. 8 Bit Space (now available on iPad)

    Glass Frog
    by Glass Frog · November 2019
    (The white box in the Top Lefthand corner of the pics is just there for debug purposes)
  5. .app to .exe?

    jonmulcahy
    by jonmulcahy · November 2019
    (Quote)
  6. .app to .exe?

    Lokitoes
    by Lokitoes · November 2019
    Thanks @jonmulcahy ! I've been looking into this but it seems almost impossible to make the work launch in full screen in a simple way - there is always a tabs bar at the top of the resulting .exe - d
  7. Been Gone awhile

    Braydon_SFX
    by Braydon_SFX · November 2019
    Most of the important updates are stickied at the top of the forum in yellow threads. Check those out!
  8. Constraint Problem?

    rainwaterstudios
    by rainwaterstudios · November 2019
    (Quote)
  9. Constraint Problem?

    Two.E
    by Two.E · November 2019
    Are you bullets being spawned in a moveable layer?
  10. GameSalad Publishing Binaries (RC & Current) - Updated 2020-07-06

    adent42
    by adent42 · October 2019
    Check the top post:
  11. Is GS the right platform for my App.

    Hoho0482
    by Hoho0482 · October 2019
    I guess). Portrait mode, screen split in two. Top half is simple hex map showing pilot's plane (2d top down), bottom half reserved for text of the ATC messages. Very basic graphics, clean abstracted
  12. Display text in HTML questions...

    Lokitoes
    by Lokitoes · October 2019
    In my preview windows my text comes up as centred in its text boxes (on the Y index), as it should be, but once it is actually running in Chrome, the text sticks to the very top of the text box rather
  13. Loading Screen HELP

    Sneaky
    by Sneaky · October 2019
    something saying Powered by Unity? Or like other top games. Idk, maybe it doesn't matter that it's there or not, and with what you just said about helping GameSalad, maybe you're right.
  14. Preload images of next scene?

    rainwaterstudios
    by rainwaterstudios · September 2019
    Instead of adding a separate scene, just make an overlay actor containing your loading animation. Set a timer to destroy the overlay actor after 8 seconds.
  15. Screen flashes black then back to normal

    Twayne2
    by Twayne2 · September 2019
    In case anyone ever has this issue again, the black flash was/is because of the display text behaviors. You must have the actors on the front, (top), of the layer. Otherwise, you get that black flash
  16. Duplicate actor when it's being dragged away

    JB makin' a game
    by JB makin' a game · September 2019
    So the demo won't work, because it'll spawn the actor without the right attribute-value. Surely there is a construction to make this possible. However, I'm starting to believe that it'll be much simpl
  17. spawn 2 instances in opposite order

    tatiang
    by tatiang · September 2019
    You can also spawn the instances to "back of layer." See attached demo.
  18. spawn 2 instances in opposite order

    3absh
    by 3absh · September 2019
    How to I spawn 2 instances of an actor so that the second instance is behind the first instance in layer order?
  19. Making un-redact text game - drag and drop - I'm dumb, need help

    Lokitoes
    by Lokitoes · September 2019
    Hi again, I've made a very simple version where the corresponding actors simply destroy each other on overlap. It's not great functionality as there is no sense of it being properly 'dropped' in the r
  20. How can I make a rule or option where an actor will destroy if another actor has also been destroyed

    tatiang
    by tatiang · September 2019
         Destroy actor
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