@Armelline said:
Working on my game Ivy I had to have a leaf fall down the screen. Although some leaves will drop straight to the ground, I always expect them to sway gently from side to side when they fall. As such, leveraging LumpApps' awesome Mobinus, I thought I'd share the leaf falling solution I came up with.
A Little Falling Leaf Requires GameSalad RC build
Very nice, but in the highly subjective world of leaf dropping I like my falling leaves to crest (or reach the peak of their swing) on their longest axis, so the leaf oscillates from tip to tip rather than rotating as it falls . . . . this is all sounding like a load of confused rambling nonsense, let me make a quick demo to show you what I mean . . . back in a second . . .
@Socks said:
Very nice, but in the highly subjective world of leaf dropping I like my falling leaves to crest (or reach the peak of their swing) on their longest axis, so the leaf oscillates from tip to tip rather than rotating as it falls . . . . this is all sounding like a load of confused rambling nonsense, let me make a quick demo to show you what I mean . . . back in a second . . .
I tried that, but I decided it was too static feeling. I thought a bit more "randomness" to the overall feel of the movement was ultimately better, at least for my purposes. With rotation it feels more "in the wind", without the rotation it seemed too much like a feather falling. Does that make sense?
@Armelline said:
I tried that, but I decided it was too static feeling. I thought a bit more "randomness" to the overall feel of the movement was ultimately better, at least for my purposes. With rotation it feels more "in the wind", without the rotation it seemed too much like a feather falling. Does that make sense?
Yes, makes perfect sense, rotating/tumbling leaves are what you'd get in blustery/gusty weather.
I do have a secondary oscillation in each of the two constrains to introduce some pseudo-randomness, but they are turned down pretty low.
Anyhow, anyone got any feather animations they want me to interfere with ?
Here is a link to them on my GS profile page. The GS Safari plugin no longer works, but at least you can see their titles and know what you'll be downloading.
I didn't try that one Will take a look, see if it's applicable.
Edit: Looks like it'll take a little modifying, but probably can work! Definitely a much better solution! (Is there any specific purpose to the timer?)
Edit 2: Actually can get it to work on my "tester" project, but not on my actual project. Not sure why yet Will work out if I'm doing something wrong, or if there's another factor that breaks it
Edit 3: On a side note, there is so much awesome stuff inside this thread, but 16 pages and hundreds of posts means things will get missed. Perhaps a summary of what's included should be compiled and maintained on the first post?
Edit 4: Seems to be working now, seems GameSalad got confused when I removed an attribute then added one back with the same name.
Edit: The timer is just to slow things down a bit. It needs 1/60 of second (a pass through the frame) before everything registers correctly.
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Point and Click Tile Puzzle
Many point and click adventure games have these types of puzzles, usually to unlock a door or reveal a key. I made this as a tutorial, but thought I'd post the finished project here for all who are interested.
Just thought I'd point this out: You dont need the ..".png" at the end of a Change Attribute (Or Constrain) when changing an image. I'm not really sure why that caught on, or if that's how it use to work before (been too long and I dont remember) but now it's no longer needed:
Edit: attached drop-down menus v9.gameproj.zip that doesn't require nightly build.
While this isn't flawless, it works pretty well and someone requested it so here it is.
@quantumsheep said:
I think it's how it used to work before...
If it ain't broke, I'm not 'fixing' it
QS =D
If memory serves the image file extension is not needed in GS since around the introduction of IOS 5. Anyways, an advantage of not adding the extension (apart from a little bit smaller xml-files) is that you can replace png-images, that has been imported into GS, with e.g. jpg-files(*). The jpg-files will not show in the images-pane in GS but they will load fine in preview and they will load fine in ad-hoc builds. Not going into any details here as to why/when you may or may not want to do that, just a tip...
(*)via "show package content" and replacing files in the images folder
Here's a tidy bit of code for making you actors bounce into existence.
I've really tried to scale back the needed rules and attributes to the bare essentials so it's easy to reuse and add into projects.
It uses 3 self attributes on an actor,
target height
target width
bouncyness
Here's a vid showing it in action and a quick run through of how to use the code/rules/script.
It's made using the Release Candidate 11.0.0.0.0.0.1. So if your using this in the future and a stable build of 11 has been released you'll need to change the project extension to .gameproj .... also hi there in the future... say hi to future me if you see me around.
Also if your interested in this you might want to check out RThurmans other bouncy scripts he shared in the Spare Code thread back on page 5. They give you a few other opitons to build on too.
@StormyStudio thanks! I've been doing this more and it really makes spawning actors/UI fun. It's nice to have a quick way to adjust the settings now. Peace
Apple has rejected my April Fools joke that I had planned for my April 1st release so Im not going ahead with it. So here is the template if someone wants to play with it for another year. Apples reason was that a user may think it charged their phone and was misleading! Hell Thats the April fools joke! Anyhow, April fools is a western thing so maybe our Apples friends just don't get it. Just to clarify, the MR T art and sounds cannot be used in any commercial project at all. You will be infringing rights if you do so.
@JDuaneJ Google play will take it but I'm just not going to bother now, its just a small fish without iOS. After sending out 200 press releases I feel deflated! Hope they don't go live. lol. Maybe I will publish the google play version just for the sake of it.
Doh! Sending out PRs before an App is approved? Sux man, sorry about that. Might as well send it on through Google and publish it for a couple weeks. Meh idk.
Comments
Very nice, but in the highly subjective world of leaf dropping I like my falling leaves to crest (or reach the peak of their swing) on their longest axis, so the leaf oscillates from tip to tip rather than rotating as it falls . . . . this is all sounding like a load of confused rambling nonsense, let me make a quick demo to show you what I mean . . . back in a second . . .
@Armelline
Here you go, this what I mean:
Link: https://www.mediafire.com/?lqmd376ma54r3q7
I tried that, but I decided it was too static feeling. I thought a bit more "randomness" to the overall feel of the movement was ultimately better, at least for my purposes. With rotation it feels more "in the wind", without the rotation it seemed too much like a feather falling. Does that make sense?
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Yes, makes perfect sense, rotating/tumbling leaves are what you'd get in blustery/gusty weather.
I do have a secondary oscillation in each of the two constrains to introduce some pseudo-randomness, but they are turned down pretty low.
Anyhow, anyone got any feather animations they want me to interfere with ?
Idle hands @Socks? Maybe you can give some optimisation tips on my repeating forward and reverse counting formula further up in the thread.
It works, but am sure it can be cleaned up.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Thanks! One of your demos gave me a brilliant game idea! $$$
Illustration Portfolio:: |
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Astropak for iPhone,
Android
and Kindle Fire
Joe's demos are brilliant - a must download for anyone starting out or wanting to increase their knowledge
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Register touch on specific overlapping object that moves
Edit: Obsoleted by RThurman's superior intellect! See below!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@Armelline -- I may not get a chance to look at your demo for several more hours. But, In your searching did you try the example I gave in this thread a few pages back?
http://forums.gamesalad.com/discussion/comment/436263/#Comment_436263
If that file does not work for your purpose, I'd be happy to know where it falls short. (If you have time to evaluate it.)
Code don't work...Deal with it
...i'd love to know as well.
Illustration Portfolio:: |
Our Christmas Wishes for iPad:: |
Astropak for iPhone,
Android
and Kindle Fire
I didn't try that one Will take a look, see if it's applicable.
Edit: Looks like it'll take a little modifying, but probably can work! Definitely a much better solution! (Is there any specific purpose to the timer?)
Edit 2: Actually can get it to work on my "tester" project, but not on my actual project. Not sure why yet Will work out if I'm doing something wrong, or if there's another factor that breaks it
Edit 3: On a side note, there is so much awesome stuff inside this thread, but 16 pages and hundreds of posts means things will get missed. Perhaps a summary of what's included should be compiled and maintained on the first post?
Edit 4: Seems to be working now, seems GameSalad got confused when I removed an attribute then added one back with the same name.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@JDuaneJ --
@Armelline -- Hope it works out for ya!
Edit: The timer is just to slow things down a bit. It needs 1/60 of second (a pass through the frame) before everything registers correctly.
Point and Click Tile Puzzle
Many point and click adventure games have these types of puzzles, usually to unlock a door or reveal a key. I made this as a tutorial, but thought I'd post the finished project here for all who are interested.
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Nice one, braydon
I helped someone out earlier with a quick introduction to animation via a table.
I'm sure it can be done better, but it works fine for me
File attached. The thread is here if you need some context for it:
http://forums.gamesalad.com/discussion/comment/461343/#Comment_461343
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
@quantumsheep - Nice!
Just thought I'd point this out: You dont need the ..".png" at the end of a Change Attribute (Or Constrain) when changing an image. I'm not really sure why that caught on, or if that's how it use to work before (been too long and I dont remember) but now it's no longer needed:
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
I think it's how it used to work before...
If it ain't broke, I'm not 'fixing' it
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Drop-down menus
See http://forums.gamesalad.com/discussion/comment/449977/p1.
Note: This uses the Nighty build of Creator (http://gamesalad.com/previous-releases).
Edit: attached drop-down menus v9.gameproj.zip that doesn't require nightly build.
While this isn't flawless, it works pretty well and someone requested it so here it is.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
If memory serves the image file extension is not needed in GS since around the introduction of IOS 5. Anyways, an advantage of not adding the extension (apart from a little bit smaller xml-files) is that you can replace png-images, that has been imported into GS, with e.g. jpg-files(*). The jpg-files will not show in the images-pane in GS but they will load fine in preview and they will load fine in ad-hoc builds. Not going into any details here as to why/when you may or may not want to do that, just a tip...
(*)via "show package content" and replacing files in the images folder
I like my .pngs
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Love this thread
Here's a tidy bit of code for making you actors bounce into existence.
I've really tried to scale back the needed rules and attributes to the bare essentials so it's easy to reuse and add into projects.
It uses 3 self attributes on an actor,
Here's a vid showing it in action and a quick run through of how to use the code/rules/script.
It's made using the Release Candidate 11.0.0.0.0.0.1. So if your using this in the future and a stable build of 11 has been released you'll need to change the project extension to .gameproj .... also hi there in the future... say hi to future me if you see me around.
Also if your interested in this you might want to check out RThurmans other bouncy scripts he shared in the Spare Code thread back on page 5. They give you a few other opitons to build on too.
@StormyStudio thanks! I've been doing this more and it really makes spawning actors/UI fun. It's nice to have a quick way to adjust the settings now. Peace
Illustration Portfolio:: |
Our Christmas Wishes for iPad:: |
Astropak for iPhone,
Android
and Kindle Fire
Apple has rejected my April Fools joke that I had planned for my April 1st release so Im not going ahead with it. So here is the template if someone wants to play with it for another year. Apples reason was that a user may think it charged their phone and was misleading! Hell Thats the April fools joke! Anyhow, April fools is a western thing so maybe our Apples friends just don't get it. Just to clarify, the MR T art and sounds cannot be used in any commercial project at all. You will be infringing rights if you do so.
Funny. Have you tried Google Play @gingagaming
Illustration Portfolio:: |
Our Christmas Wishes for iPad:: |
Astropak for iPhone,
Android
and Kindle Fire
@JDuaneJ Google play will take it but I'm just not going to bother now, its just a small fish without iOS. After sending out 200 press releases I feel deflated! Hope they don't go live. lol. Maybe I will publish the google play version just for the sake of it.
Doh! Sending out PRs before an App is approved? Sux man, sorry about that. Might as well send it on through Google and publish it for a couple weeks. Meh idk.
Illustration Portfolio:: |
Our Christmas Wishes for iPad:: |
Astropak for iPhone,
Android
and Kindle Fire
Re-written my bounce script that I shared yesterday.
Just drag and drop onto any actor and it works.
No creation of self attributes required
Instead it makes use of
self.name, for bounce percentage
self.Physics.Density for Target Width
self.Physics.Friction for Target Height
So as long as your not using Physics for your actor this is a much quicker way to simply drag a 'bounce into existence' onto any actor.
It just works.
@StormyStudio -- really nice! A very creative use of already existing self-attributes. Thanks for sharing this!
made this simplified joystick movement easy to understand and edit! http://www.mediafire.com/download/i2qc99oi5556nfo/simplefied_joystick.zip
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Ah this thread is finally a sticky!
EDIT: Or maybe not...
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx