

Change any image that is about 10 pixels more than 8, 16, 32, 64, 128, 256, 512, or 1028 to whichever of these numbers are closest.ġ0. Images should be the same size as the actor using them and double the size if you are using Resolution Independence.ĩ. Instead of using the “Change Image” behavior, use “Change Attribute” and change the self.Image to the desired image’s name.Ĩ. If the actor is not going to be seen, change their “Visible” attribute to false.ħ. Turn every attribute under the physics tab in the actor editor to 0 on actors who do not need it.Ħ. Use the “Rotate” behavior instead of animations.ĥ. Use the “Interpolate” behavior instead of the “Move”, “Move to”, and “Change Size” behaviors whenever possible.Ĥ. Uncheck “Movable” for every actor that doesn’t have the “Accelerate”, “Change Velocity”, “Collide”, “Move”, “Move to”, or any of the rotate behaviors.ģ. Uncheck “Preload Art” on as many actors as you can.Ģ. Collected over time by searching through the Gamesalad forums, coming up with some themselves, and exploring GameSalad help websites. Even with the new LUA-Free engine coming soon, we would all still like our games to be fast now.ĪcceleratedGames has made a great list of 31 useful optimization tips to use in your indie games.

I'm currently using GameSalad on a project.One thing that we all worry about when producing games with Gamesalad is performance. I'm having an issue where a I can't figure out a way to get a game.Boolean to reset to False when 2 actors aren't colliding. I'm using a text box, that slides up from the bottom of the screen when you collide with a switch, it displays text based on what the 'Event Handler' object contains, e.g. The actors are a Player, Text Box and Text Handler I'm currently doing it in this format to make these attributes available to everything, all the time: It's just a stylised standard text box which minimises user input. When the Player collides/overlaps the Text Handler, it sets IsVisible to True and CurrentText to "Hello World", Else is set to make IsVisible False. This in turn makes the Text Box move to the bottom of the screen and display the correct text. When you move away from the text handler the bool stays set to TRUE and the Text Box object stays on screen. I made a toggle on a keypress to change IsVisible just to test this, the text box works fine, just not when controlled by the Text Handler. I'm going to try these rules in the Player object and see if that makes a difference, but then its making it more complex. There are other, simpler ways of doing this, but I've yet to find one that'll be compatible with that I intend to do in the bigger picture. So I am just starting with Game Salad, and I'm not a programmer or coder by any stretch, but I can do a bit of mel scripting in Maya.

I am trying to get a simple interger visible/ not visible option to work on an actor. I have read the forums, and found a very useful post that said to setup a new integer attribute on my object I want to control the visibility of, make it an integer, then use that to control the alpha of the object in the color menu. Then make a "button" actor to control the visible/invisible state in game. I know the only part of the process that doesnt work is the last step. Changing the attribute to change the state of the alpha using ("attribute name"+1)%2 I know everything else works because I can change anything else using the new attribute I setup. It all works, but when I try to connect it to the alpha using that expression. I also saw another post that said the correct expression is ("attribute name"+)%2, but that didnt work either. but here things come from the right and moves to the left. My idea is that the table will have 5 rows, one for each lane Made 5 game attributes with the names lane1,lane2, lane3, lane4,lane5 I have build 5 actors "5 Lanes" that my player can move in. So in the table the will be numbers, each number stands for either a positive spawn, negative spawn, or a "empty" spawn. Lets say the #1 is a cannonball, or #number 2 is a powerpickup, or that #5 is nothing. Now what i wont is to tell directly to the lane actor or the game attribute for the lane, to spawns what is equal to that collum # that sek. and then the sek after spawn the thing in the next collum. The Actor spawner will have the, spawn set to. If game attribute "lane1" number is equal to 1 spawn this item.Hey guys, I'm in a bit of a dilemma.
