1 – Attributes
In this tutorial, we’ll take a look at Attributes in GameSalad. Attributes are one of the most powerful aspects of GameSalad. They are essentially value-holders; they’re designed to store numerical or text values to be used for different situations. They can easily be used for anything from the angle at which a cannonball is launched to displaying the...
4 – Setting up Score Systems
A core pillar and often relied upon aspect of game design is progression tracking through scoring. Here we’ll go over the two basic components of scoring: tracking a reporting. To keep track of a player’s progression, you’ll first need to consider your game’s genre and objective. What types of actions or feats do you want...
6 – Using Tables
This Tutorial will walk through how to use Tables in GameSalad. First, let’s create a table. Navigate to the “Tables” tab in the Library Click the + sign in the top right of the screen. Windows Creator is currently limited to a maximum of 100 tables in any project. Now, let’s Edit the table. Double...
7 – Writing to Tables
WARNING: This is an advanced feature and requires thorough understanding of the expression editor as well as basic table features and usage. Improper usage of these these new behaviors (particularly Save Table) can potentially result in your game becoming unplayable or unresponsive for the end user. Thorough testing is advised. Let’s break these down one...
8 – Adding Animation
The “animate” behavior in GameSalad allows you to specify a sequence of images (or “frames”) to play. They can be played in a loop for a repeating animation, like if an actor is running, or a single time to show an action, such as jumping. With creative use, animation can be a powerful tool to add polish...
9 – Device Platform Attributes
As of release 0.13.35 we introduced some new game level device attributes for you to use! These devices are located under “Attributes” -> “Devices” -> “Platform” in the expression editor box: These attributes will give you access to information about the device your game is running on, such as: Region: The country code of where...
10 – Custom Collision Shapes
Custom collision shapes allow you to use a shape other than a rectangle or circle to define how actors collide with each other. Custom collision shapes consist of one or more convex polygons, each consisting of 3-8 vertices. To assign a custom collision shape to an actor, select the Physics->Collision Shape option "Custom". You...
11 – A* Pathfinding
What is pathfinding? A* pathfinding is a fast way to determine a path through a map in the most efficient way possible, avoiding obstacles along the way. In GameSalad, A* is implemented with the Path Find behavior. This behavior is available in GameSalad 0.14 and later. The Path Find Behavior The Map Table is a table...
12 – Controller support
Using Keymaps in GameSalad Creator This feature, gamepad controller support for Android, Kindle, FireTV, and Mac desktop games, is currently available in the 0.13.6 release for the Mac version of Creator and will not be available for Windows users until release 0.14.0. If you open up a scene and look under attributes you'll see that...
13 – Motion and Physics
(Note: page update in progress) Attributes used by physics Scene Gravity: The force of gravity to apply to actors in the scene, in pixels per second per second. Since Earth's gravity is 9.6 meters per second per second, and GameSalad uses 50 pixels per meter, you can make your scene have Earth's gravity with a...
3 – Groups & Commenting
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