@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....
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!
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
To optimize your GameSalad projects, uncheck "Movable" for actors without movement behaviors like "Accelerate" or "Move."This reduces unnecessary physics calculations, enhancing performance.
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.
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.
Comments
Only on Mac, on Windows you have use the same instance, copy the rules, change the file that is open and then paste.
Entries are now closed! Winners thread coming shortly!
@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!
@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....
Importing large tables and using the copy table rule is the devil. It momentarily freezes your game until the import/copy is done.
@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!
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
To optimize your GameSalad projects, uncheck "Movable" for actors without movement behaviors like "Accelerate" or "Move."This reduces unnecessary physics calculations, enhancing performance.
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.
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.
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.