@CodeWizard so this new code restructuring will pave the way for the 3rd party plugins??? I'm begging for this software to become more open ended, else I will definitely be going elsewhere soon
@justinodunn I just published an android game with RevMob in it (and it works 100%; at least the startup ad [which is the only one I selected]). I'm pretty sure chartboost works aswell!
@justinodunn I just published an android game with RevMob in it (and it works 100%; at least the startup ad [which is the only one I selected]). I'm pretty sure chartboost works aswell!
I meant for stable versions, I don't use nightlies because they're quite buggy.
@justinodunn I just published an android game with RevMob in it (and it works 100%; at least the startup ad [which is the only one I selected]). I'm pretty sure chartboost works aswell!
I meant for stable versions, I don't use nightlies because they're quite buggy.
Ah alright. Stable RevMob & Chartboost comes with 11
Does....any of this new ability to monetize android apply to windows creator at all?
I am wondering the same thing can anyone answer this?....
PhilipCCEncounter Bay, South AustraliaMemberPosts: 1,390
@clee2005 I'm not very familiar with tables yet, but I can think of great ways to use this, so I'm going to learn about them. Thank you.
This is another example of what I like so much about GS and this community: it is filled with people who are so generous with sharing their work, giving advice, offering templates and providing free video tutorials.
Does the new release have pixel (or any kind of improved) collision by any chance? I couldn't find it anymore on the roadmap. I see in the forums that people have been asking for this for nearly 5 years! Eek! I'd love to see it too. Thanks
@CodeWizard I have suggestion for the new cross platform creator. Can you build the debug window into the interface or have the option to keep the window on top?
@HappyKat78 I think the 'custom physics shapes in the future' line in the roadmap is the closest reference to pixel collisions...
"Improved Physics
Our physics support is really good but it could be better. We're planning on adding joint support, constraints and custom physics shapes in the future."
@HappyKat78 I think the 'custom physics shapes in the future' line in the roadmap is the closest reference to pixel collisions...
"Improved Physics
Our physics support is really good but it could be better. We're planning on adding joint support, constraints and custom physics shapes in the future."
Having GameSalad take an actor's image and using the transparent areas to determine the collision shape would be gamechanging.
@HappyKat78 I think the 'custom physics shapes in the future' line in the roadmap is the closest reference to pixel collisions...
"Improved Physics
Our physics support is really good but it could be better. We're planning on adding joint support, constraints and custom physics shapes in the future."
Having GameSalad take an actor's image and using the transparent areas to determine the collision shape would be gamechanging.
i think there is a limitation of the box2d physics engine that prevents this. however custom physics shapes could fix this.
A really simple fix to the collision would just be to let us specify the width and height of the actors collision box. An image that is 60x60, but you want the collision at 40x40, you could just type that in. Then an offsetter to handle if it isn't directly centered. Lastly, from there we can just adjust whether it is a circle or rectangle. Done. That would handle the large majority of collisions and it is something that we already do in GS through magnitude anyways. They just place it in the back-end and attach it to the Actors attribute list.
Although one extra thing that would be nice is if they added a colored line around the border of the collision box so it is visible. Would be nice to see it while editing it so you can get it exactly where you want it without guess work.
A really simple fix to the collision would just be to let us specify the width and height of the actors collision box. An image that is 60x60, but you want the collision at 40x40, you could just type that in. Then an offsetter to handle if it isn't directly centered. Lastly, from there we can just adjust whether it is a circle or rectangle. Done. That would handle the large majority of collisions and it is something that we already do in GS through magnitude anyways. They just place it in the back-end and attach it to the Actors attribute list.
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I'm begging for this software to become more open ended, else I will definitely be going elsewhere soon
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I think the 'custom physics shapes in the future' line in the roadmap is the closest reference to pixel collisions...
"Improved Physics
Our physics support is really good but it could be better. We're planning on adding joint support, constraints and custom physics shapes in the future."
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Although one extra thing that would be nice is if they added a colored line around the border of the collision box so it is visible. Would be nice to see it while editing it so you can get it exactly where you want it without guess work.
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