I need help with basic game elements.
emorythegrove@gmail.com
Member Posts: 5
So I'm making this project that requires my actor to jump at a base height, fall to the ground and immediately without me clicking have him jump again but higher. I need a lot of help with this being my first project.
Comments
Something like this?
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@Armelline
Yes exactly! Could you give me an example how?
BTW I need one click to start the bounce.
Download the project file attached to my original post to see how!
To have it start with a click, try the one attached to this post!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@Armelline Thank you so much for helping. saved me a lot of headaches as a newbie.
@Armelline One more quick question if you don't mind. how can I make it where I can drag my character around on screen in the same game?
@emorythegrove@gmail.com That's a whole other issue I don't want to seem unhelpful, but this one I'm not going to answer. It's been covered so many time on the forums and in Youtube videos already that I think I'd be doing you a disservice by just showing you what to do. Instead I recommend you watch this video:
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Teaching a man to fish
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
im kind of confused with something , i saw videos that say that the rules trigger from top to bottom and i saw posts that say rules trigger from bottom to top, which one comes first ?
Rules and behaviours will normally be run from top to bottom. GameSalad does NOT guarantee order of execution, though, so if you must have x happen before y, you need to force it using a rule or timer.
Actors will have their rules checked from the bottom of the layers list to the top. So the very first rule/behaviour checked each code cycle will be the first rule in the bottommost actor. The last will be the last rule in the topmost actor.
So rules are top to bottom, actors are bottom to top.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@Armelline Thanks , now i understand
This is gold information my good sir. Thanks.
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Better way to say it is layers bottom to top. Actor code top to bottom. I remind people of this often in my videos.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I had remembered you soecifically saying actor code top to bottom. Had no idea about the layers in which the code id executed. Not that at the moment I can say how that helps me...but at least now I can think aboit it in the future
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A good example would be this . . .
You have 12 layers, going from 1 at the bottom to 12 at the top.
You have an actor ('X') on layer 4, this actor is constrained to another actor ('Y') that is on layer 6.
When you move Y (on layer 6) around, X (on layer 4) follows the movement, but the tracking is glitchy/laggy because before Y can pass its updated location information to X, GS must first scan all the code in layers 7, 8, 9, 10, 11, 12, 1, 2 and 3.
But . . . . if you move Y from layer 6 down to layer 3, it can pass its location information straight to X (on layer 4) without having to go through all the other layers, the result is that a laggy/glitchy behaviour suddenly comes smooth.
Holy smokes @Socks that is an excellent answer I really appreciate that. I will always now make that apart of my "tidy up" procedures. Before I was just doing what @Lost_Oasis_Games said to do I made a point to try and outline my notes to place them that way and now Ill watch closely how I use layers as well. Its these little things we really love learning from you guys. Awesomes all around.
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