Competition! Best GameSalad tips!

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Comments

  • fmakawafmakawa Member Posts: 567

    @CasualEvolution said:
    You can open 2 projects in 2 instances of GS and copy rules from one actor from project 1 and paste in other actor of project 2 :)

    Only on Mac, on Windows you have use the same instance, copy the rules, change the file that is open and then paste.

  • ArmellineArmelline Member, PRO Posts: 5,431

    Entries are now closed! Winners thread coming shortly!

  • PhilipCCPhilipCC Encounter Bay, South AustraliaMember Posts: 1,390
    edited May 2017

    @Armelline Thanks for instigating this. Not able to contribute, but I learnt heaps.

    Maybe this thread could just keep going without any prizes? We'd all be better off for it! :grin:

  • JapsterJapster Member Posts: 672

    @CasualEvolution said:
    You can open 2 projects in 2 instances of GS and copy rules from one actor from project 1 and paste in other actor of project 2 :)

    @CasualEvolution - Excellent point! - That's saved my a$$ a few times with broken projects, copying that hard-fought logic back into an earlier good build.... :smile:

  • chaosmasterrochaosmasterro Member, PRO Posts: 51
    edited May 2017

    Importing large tables and using the copy table rule is the devil. It momentarily freezes your game until the import/copy is done.

  • ValanValan Member, BASIC Posts: 410
    edited June 2017

    @Armelline Great idea

    Instance to Actor/Instance direct communication.

    When an actor is in the scene and unlocked it has a Current Scene menu options in the Attributes browser.
    Within Current Scene>Layers there are all the Actors/Instances within the Scene and their Attributes can be manipulated or "looked at" directly from another in-scene actor.

    I've used it to 'pass' text to a display text actor when calendar event instances are pressed.
    Also to change instance's alpha to various levels from several events - pinball table lights.

    The receiving actor/instance is passive whilst all this activity happens to them. Quite abusive I guess!

  • UtopianGamesUtopianGames Member Posts: 5,692

    Bit late but my top GS tip would be to always make notes, when I was making bigger games I found notes extremely useful as you tend to forget what some of the rules do :)

  • marlon01marlon01 Member Posts: 1

    To optimize your GameSalad projects, uncheck "Movable" for actors without movement behaviors like "Accelerate" or "Move."This reduces unnecessary physics calculations, enhancing performance.

  • frlegendsapkprofrlegendsapkpro Member Posts: 1

    Really useful thread, I’ve picked up a lot of helpful ideas from everyone here. Staying consistent with testing and small tweaks seems to be the key. 

  • martinleoomartinleoo Member Posts: 2

    One of the best tips I’ve used in GameSalad is to keep actors as lightweight as possible—reusing rules and attributes instead of duplicating code really helps performance on Mac builds. It also makes debugging much easier. When testing mobile game behavior, I sometimes pull in modded versions from https://vmakemodapks.com/ to compare how changes affect gameplay. It’s a good way to see how efficiency in design translates into smoother play on actual devices.

  • martinleoomartinleoo Member Posts: 2

    A tip that’s saved me a lot of time is building reusable templates for common mechanics like timers, health systems, or score counters. Instead of remaking them each project, I just drop in the template and tweak it. While experimenting, I’ve tested different games from https://wardronemodapk.com/ to see how UI and mechanics scale under pressure—it’s taught me a lot about balancing speed with usability. GameSalad projects benefit the same way when you focus on reusable, well-structured systems.

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