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Flip/Rotate Constrains

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Hello,

I'd appreciate if anyone can help me out.

I have a main actor(parent) and a child actor.
With a tap motion the main actor rotates 90 degrees clockwise. With a swipe motion it flips vertically/horizontally.

How do I constrain the child actor so when the main actor rotates or flips the child actor follows accordingly?


What to build next??

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I want to start a new project.
But I am unsure where to start.
Here some rough ideas in scope.


The Big Horse

Design Goals:
+Lasting Game ( Can be player 30 minutes straight, but then forces you to go out and come back)
+Engaging Game ( Its not about waiting and managing only, there has to be levels of action, player skill)
+Sell In-apps ( There has to be at-least 2 or 3 types of reasonable sources, one feeling almost mandatory)
+Outstanding ( something funny,scary or odd that makes you wanna tell your friends about it)
+Scalable (A solid base I can build in 1-2 months but is ready to be expanded)
+Targeted ( There has to be a clear picture of who I want to play this)

Personal Goals:
+Keep the bigger Picture (Don't get lost in Details)
+Something I truly believe in ( Take 500 to 1000 Euro on launch and invest it in Marketing without regrets)

Technical Goals:
I thought about using Appformative's service for cloud based variable saving so you have your save data between all platforms.
As well as cross-platform leaderboards.

ARPU (average revenue per user) Goal:

  • $1.00

The round experience

Design Goals:
+A fix amount of level small in scope ( visible to the player so it sparks completionist behaviour)
+A simple core mechanic with enough depth (getting better)
+A theme that is neutral so it can be played by any player without beeng embarrassed for playing it
+Sell In-apps ( That enable to play the same game in a totally different context and challenge)

Personal Goals:
+Investable ( Take 100 to 300 Euro on launch and invest it in Marketing without regrets)

ARPU (average revenue per user) Goal:

  • $0.10

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Must Read about crashes related to table

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I've seen this issue a lot around lately. Tables causing crashes. Here is why,

When using an attribute or attributes in a table cell expression like tablecellvalue(table,row,col) ** and you do something like this **tablecellvalue(table,self.row,game.level) at some point those values will start as zero. Since there is no row/column zero this will produce an invalid expression and cause a freeze/crash. Same if you adding rows or columns as you go. The values for the row/column needs to exist before the code looking for that value fires. There are two ways to address this.

  1. Plan your logic properly so the values fill before the code that access that information fires.
  2. Wrap that code in a rule that says when self.row is > 0 do the code.

I often use both methods as sometimes you can't rely on code order in GS or you have multiple events that won't fit a ordered structure. The second method works every time and will eliminate the potential for a crash.

Most crashes, if not because of memory overload, will be related to either invalid expressions or addressing a Boolean as an integer or vise versa.

Having trouble making actors with tag(x) trigger animation on another actor while still in contact

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I have an actor that I want to act as a container for other actors. Every time a new actor goes inside the container I want it to trigger an animation on the container actor. I set it up with a rule that states any time actor overlaps or collides with actor with tag (x) -> animate. I know the issue must be that the tagged actors continue touching after the animation ends and it doesn't register when new actors touch it I just don't know how to account for this. How do I tell it to trigger when each (additional) actor touches it? Any help would be great!

Having Trouble Changing Artwork within a Game Template

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Hey Guys, I'm trying to edit the images the Airship Defender game that comes in the GameSalad package as a sample, but I can't seem to change the images at all, the options are greyed out, can this be done at all, or do I need to create the game from scratch? I can edit pretty much everything else, but it wont let me touch the images. Any help at all would be greatly appreciated.

Two different kinds of Rewarded Video in the same game

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Hi guys,
I'm just completing my last game, I implemented rewarded videos with chartboost, the reward is that the player gets 5 new lives.

Now I'm trying to add rewarded videos even to get coins, it works fine but it still tell you: "Watch a video to get 5 lives!".

The question is: is there a way to change the text (the "pre-roll" and "post-roll" confirmation) sent by chartboost server? Or we can just use one kind of reward for each game?

Kind regard to all!

Interpolation and resetting the scene

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Hi all!

I recently started working with GameSalad and making a Super Mario -style platformer game. I'm gradually getting the hang of everything and things are starting to work out.

One thing I can't figure out, however, is how interpolation works with resetting the scene.

In my scene I have a rule that when the player passes a horizontal point in the scene (jumps over a hole in the ground with water), the scene's background color interpolates to a different one. It works nicely, however if the player dies after this and the scene is reset, the interpolation happens again at the beginning of the scene.

This is how I did it:
Gameattribute PlayerX is constrained to the player actor's position X.
When PlayerX is bigger than a certain X point, a boolean scene attribute called "LeftHome" turns true.
When "LeftHome" is true, the background color interpolates.

In the scene's initial state "LeftHome" is of course false (I'm not sure if resetting a scene should reset this?).
I have also tried a rule in my "scene control" actor that "LeftHome" is changed to false, figuring it would change it in the beginning of the scene. Also I made a rule that when the actor dies it changes "LeftHome" to false.

But nothing prevents the color from interpolating again when the scene restarts.

Is there something I don't understand?

Thanks for any help!
Jimmy


Spawn Actors Randomly from the Bottom of the Screen

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I'm new to gamesalad and I'm trying to create my first game but I'm stuck. I don't know how to spawn a character from the bottom of the screen to move upwards

Rule checked only once by collision

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Hi there,

I'm new here and english is not my native language, so I apologies if I do mistakes...
I have an issue with the game I try to do.

Basically I have one actor "player" which can collide with 2 actors "walls".
Each actor "wall" as an attribute "selected" which change between 0 and 1 each time it collide with my player. Only one can have the value 1.
The goal is that the player collide only with the one with the value 1. When it collides with the one with the attribute 0 it should end the game and change the scene to the game over scene.

My issue is when the player collides with the wall with the value 1, the collision make it changes to the value 0 (perfectly normal) but also trigger the game over scene which I want to avoid. I want it to trigger this scene only if the wall had the value 0 before the collision with the player.
So basically I would like my rule to trigger (or not) the game over scene applying only for one collision and as soon there has been a collision, it stop to check the value of this wall until the next collision.

As I don't know if it's clear, I'll try to explain differently what it should be:

Player collides with wall with value 1 -> change the value randomly between 0 and 1 -> stop.
Player collides with wall with value 0 -> Game over.

For now it's more like this:

Player collides with wall with value 1 -> change the value randomly between 0 and 1 -> if it's still 1 nothing happens as it should. If it changes to 0 the game over is triggered.

Hope it makes sens...

Thank you!

"Circle spin throw" rules setup?

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I'm want to constrain a ball to a circle and when mouse button is down the circle spins faster and faster. The ball spins with the circle and when mouse button is released the ball fly off the circle. Hope the image makes it clear.

Disconnecting from a Network/Server

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I'm not sure if this is possible yet, but if I were to build an asynchronous that puts two people in the same room, how will I be able to determine if a player disconnected or not?

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∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피

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∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피∵강남오피 ^오피다이소 → http://101yt.com ←:인천오피 :부천오피

∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피

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∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피∵논현오피 ^오피다이소 → http://101yt.com ←:역삼오피 :일산오피

I got a question about two spawn actors with overlapping

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Actor A n B is two actors which I spawn ,I set a rule:when i touch it,it will destroy,I want to touch A ,so I randomly touch A position,but when I touch on the common part C, A n B will destroy at the same time.How can I solve this problem?Thanks a lot!,

Glitch with spawned item going wrong way

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Hi there. This has only happened to me twice out of the thousands of times I've been testing my game as I've been creating it, but this is totally weird, and obviously it doesn't happen very often at all. It's the sort of thing that a player might think is a part of the game if it happened to them, but I would prefer it not ;)

In my game I have an obstacle that spawns randomly from the right side of the screen and moves to the left, and the player has to get over it. 99.9% of the time this works perfectly, however in that .1% of the time, in the middle of the game that same obstacle will suddenly appear on the left side of the screen and slowly move to the right, as though chasing the player (this is an endless runner). During this, the obstacle keeps spawning from the right just like it's supposed to. It's kindof interesting, but it's something that I can't pin down how it could have happened because I don't have any code that's telling the object to spawn on that side of the screen or to move to the right. Is it a previously spawned object that's being sent back before it hit my 'destroy' wall that I have off screen? Any ideas as to what's going on and how to fix it?

Thanks!

macbook hard drive strange warning

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Ive been getting a warning when trying to save something.... "Your hard drive is full" warning periodically. Oddly when I check "About this mac, storage" It says I have 17 GB free??

I cleaned out some things to give a bit of extra space... But today the same warning popped up.

Hints of a failing hard drive?

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