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experiment

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

    @KnightStar said:
    Is there any way this data and code can be packaged up into a format that can be used in games / apps and more importantly easily accessible as a functional and workable tool for other GS devs??

    I'm not 100% what the question means ? There's no special code really, It's just a technique, just the usual stuff, the constrain behaviour and the replicate behaviour get used a lot, but it honestly isn't difficult to do yourself, I'd feel bad selling people tools they already have !

    @KnightStar said: I'm stating the obvious here in that this sh*t is brilliant.. and when I say brilliant, Socks‌ makes me (and probably a lot of the rest of us) feel like I'm a coding Neanderthal thumping on a keyboard with a thigh-bone and a wooden spoon.. :smiley:

    I think I've just had an idea for a game (runs off and copyrights NeanderthalSpoonz™).

    Like I say it's not complex, the result might look abstruse, as if there's a lot of stuff going on behind the scenes, but - for example - if I uploaded a 100 x 100 pixel square, that I could rotate with the left and right arrow keyboard keys, and I'd got its opacity to change in relation to its rotation (constraining the alpha channel to self rotation) it wouldn't be particularly impressive, but that's basically all the above light effect is, throw a few of these simple tricks together and things start to look more than the sum of their parts.

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

    Another little test, I thought this looked quite funny, the idea was for the object to react to different surfaces, for example as it moves over rough ground it would get quite bumpy - but I think I overdid the amount of bumpiness, lol :smile:

    Ignore the background textures, they're just random images from Google.

    You could also have icy surfaces where every left / right turn swings the car into oversteer and you generally skid around the place, or sand, where the speed drops and you get sluggish understeer . . . etc.

    Screencapture movie (smoother than Youtube) https://www.mediafire.com/?ej50e1o23kv2qbw

  • Braydon_SFXBraydon_SFX Posts: 8,964Member, Sous Chef, PRO, Bowlboy Sidekick GameSalad Employee

    @Socks said:
    I like to think of it as more of a hybridised-pseudo-vector-axonometric-illusory-isometric-2D/3D. ;)

    ...obviously....

    Lol

  • JSprojectJSproject Posts: 730Member

    @Socks said:
    Another little test, I thought this looked quite funny, the idea was for the object to react to different surfaces, for example as it moves over rough ground it would get quite bumpy - but I think I overdid the amount of bumpiness, lol :smile:

    Ignore the background textures, they're just random images from Google.

    You could also have icy surfaces where every left / right turn swings the car into oversteer and you generally skid around the place, or sand, where the speed drops and you get sluggish understeer . . . etc.

    Screencapture movie (smoother than Youtube) https://www.mediafire.com/?ej50e1o23kv2qbw

    I hope that's not a camouflaged Russian tank running over areas leaving destruction in it's path. No, can't be.. something like that would never happen!

  • Braydon_SFXBraydon_SFX Posts: 8,964Member, Sous Chef, PRO, Bowlboy Sidekick GameSalad Employee

    Ohh it's so beautiful... Really. That deserves an Awesome.

  • gamestudentgamestudent Posts: 504Member, PRO

    oooh! Very interesting!

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

    @Braydon_SFX said:
    Ohh it's so beautiful... Really. That deserves an Awesome.

    At last ! :) I can retire now !

    (Awesome returned, lol).

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

    @gamestudent said:
    oooh! Very interesting!

    Cheers game student :)

  • BBEnkBBEnk Posts: 1,764Member

    Awesome!

  • zzap64zzap64 Posts: 405Member

    Genius

  • RThurmanRThurman Posts: 2,824Member, Sous Chef, PRO

    @Socks -- Are you even using the same GameSalad that I am using?

    I have no clue how you are doing what you are doing. But I am glad that you are doing whatever it is that you do to make GameSalad do what it has never done before!

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

    @RThurman said:
    Socks -- Are you even using the same GameSalad that I am using?

    Probably not, I'm still using 10.0.4, lol :p

    @RThurman said:
    I have no clue how you are doing what you are doing.

    Replicate and constrain mostly driven by sin/cos + vector to angle + magnitude, and that's about it ! No tables or hundreds of attributes or anything like that, it's actually reasonably straightforward.

  • LovejoyLovejoy Posts: 2,078Member

    This is on a whole nother level. Im amazed, great work you got there.

    Fortuna Infortuna Forti Una

  • tatiangtatiang Posts: 11,815Member, Sous Chef, PRO, Senior Sous-Chef

    @RThurman said:

    Socks -- Are you even using the same brain that I am using?

    I wondered this, too.

    Oh and Qix if anyone is interested, can be played at http://www.freewebarcade.com/game/qix. I've wanted to make that game from the first few moments I worked with GameSalad but I still haven't figured out how.

    New to GameSalad? (FAQs)   |   Tutorials   |   Templates   |   Greenleaf Games   |   Educator & Certified GameSalad User

  • HopscotchHopscotch Posts: 2,782Member, PRO

    Hats off @Socks, really mindblowing stuff!

    Again, it shows how nimble GS is, now we need to get the business end of GS just as smooth. :)

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

    @tatiang said:
    I wondered this, too.

    ;) lol @ your quoted post.

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

    @Hopscotch said:
    Hats off Socks, really mindblowing stuff!

    Again, it shows how nimble GS is . . .

    Yep, you can really squeeze a lot of stuff out of GS.

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

    Here's another interesting little thing, if you move an object along a path that is moving in this direction . . .

    100xsin(game.Timex100xsin(game.Timex50))+(game.Timex20)

    . . . and at this speed . . .

    200xsin( game.Time x50)

    . . . then you get quite a nice foliage-like star pattern, I've made a load these up over the years, kind of like GS doodling, you get a lot of messy patterns but I like the shape of this one, you occasionally get plant like shapes like this, but rarely a five pointed one.

    I like this part . . . 100xsin(game.Timex100xsin(game.Timex50)) . . . that's the nice looking bit.

    In the video I draw out the pattern but with a kind of spinning rotating pen, then the pattern with the spinning/rotation switched off so you can see it in its full mathematical glory ! :)

    Smooth screen capture movie (much better than Youtube quality)

    Link: https://www.mediafire.com/?h0tgd70cwj9xj5w

    . . .

    Appolgies for the editing in the middle of the video ! :) I wanted to switch the alpha channel changes off but couldn't find the right behaviour . . . :sob: :grin:

    . . .

  • Supersonic9120Supersonic9120 Posts: 172Member, PRO
    edited September 2014

    @Socks‌

    These are all really cool. I love using SIN, COS to change colors or hover text in midair. These are above my mathematical expertise, but I was wondering, is there a way to create a trajectory line like in angry birds, except without spawning or using particles at all.

    Could you create static lines on the bottom of your play area that automatically orient based on the initial angle of your actor.

    SO have small actor lines like this ( - - - - - - - - - - - - - - ) that automatically orient to the angle and height of a curved trajectory. Let me know if you understand what I am saying. As a further cool aspect, you could make each small line slowly rotate based on sin as well.

    I assume you could use SIN to create this effect. How, I cannot figure out.

    Dan

  • jeezzcakejeezzcake Posts: 144Member
  • RThurmanRThurman Posts: 2,824Member, Sous Chef, PRO

    @Socks said: ;) lol @ your quoted post.

    Hmmm... I don't know if I am amused, bemused, or demused!

    Or perhaps I should accept my fate and station in life and agree with the "quote".

    Nevertheless, it is clear that you are on a roll and its great to see GameSalad being used so creatively.

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

    @Supersonic9120 said:
    . . . . is there a way to create a trajectory line like in angry birds, except without spawning or using particles at all.

    I think ultimately you need to place actors into a scene to do this kind of thing, so there is no way (I am aware of) to do it without spawning.

    @Supersonic9120 said:
    SO have small actor lines like this ( - - - - - - - - - - - - - - ) that automatically orient to the angle and height of a curved trajectory.

    A curved trajectory is basically the top section of a circle, and as you angle your direction of throw up it becomes taller and thinner, and as you angle your direction of throw more horizontally it becomes shorter and wider, so all you would be doing is squashing a circle based on the direction your thrower is facing . . . . ?

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

    @jeezzcake said:
    Beautiful! B)

    Cheerzcake.

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

    @RThurman said:
    . . . its great to see GameSalad being used so creatively.

    Cheers RThurman !

  • gamestudentgamestudent Posts: 504Member, PRO
    edited September 2014

    @Socks said:
    Here's that swimming jointed thing from previously, not done much with it yet, but I thought this was quite funny, the player (the jointed actor) has to find and rescue other little creatures, when he is in range the little creatures will see him and then are able to follow him, the thing I liked was the way in which the little creature follows him, like an excited little kid, swarming around him, never still, to the extent that he can occasionally fall behind and you can loose him, so you have to go back to pick him up again . . . . a lot like real kids then :)

    The (badly aligned) white walls are just thrown in for testing !

    Smooth screen capture movie: https://www.mediafire.com/?thcexwke3xc54yq

    Holy crap! That looks like it would make an excellent game! Socks, I would look into developing that further if I were you! Let me know if you don't want to use it, cause I'd be willing to "take it off your hands."...uh Feet? ;)

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