Gamesalad creator tutorial4/3/2023 ![]() Have an attribute that has which # is selected. The arrows move up and down the achievements. Otherwise, make them all 1.0 (This makes them dark when uncompleted).ī) Make a scene that has arrows. Make Red, Green, and Blue 0.5 when uncompleted. Add an id to each one to show which one is connected with which achievement to the game editor. If a user would like to see which achievements they have completed, there are different ways of doing it.Ī) You can make a scene with images of each achievement. ![]() Inside, have a "Change Table Value" and change table for the row "achievement number" column "completed" to "true".Įx: If achievement #10 is "Get 500 points", I would make a rule that says "When Game.Score ≥ 500, Change Table Value "10" "2" to true. This is the actor that contains all the rules that keep track of the achievements.Įach rule should contain the goal. Make sure to include the name, the description, a boolean for wether they've completed it or not, and (maybe) points they'll get for it. If you don't have the full version of GameSalad or you want to make an online game, heres a way of making achievements without GameCenter. ![]() You are now free to add padding as normal! Half the size of the grid would bring you to the center square. This means if col and row are 1, they'll both be put to 0, making the multiplication useless. (Optional) 6) Instead of constraining to (col*Square-Grid-Size) + padding, constrain it to ((col - 1)*Square-Grid-Size) + (Square-Grid-Size/2) + padding. To remove this padding or add fine padding, look at Step #6. This gives an auto padding of half the square-grid-size. Adding padding is optional although allows you to have free sides. This is why we made the arrow keys do what they're doing now in Step #3. These may seem switched but going left and right means switching columns. This means that The lowest possible value is 1 and the highest is the number of squares in your grid there are.įinally, constrain your actor's X position to (col*Square-Grid-Size) + padding (Square-Grid-Size is the size of the squares in your grid) and Y to row*Square-Grid-Size + padding. To make sure that the attributes you've added don't go overboard, constrain col to max(1,min(Game.Grid-Size,col)) and row to max(1,min(Game.Grid-Size,col)). IF left arrow key is pressed, col - 1, right is pressed, col + 1, up is pressed, row + 1, down is pressed, row - 1. A column and row attribute (these attributes should be inside the actor). This is the actor that will move in the grid-like movement. I know it seems long but sometimes I'll over explain certain things so others understand also. Its actually simpler then you may think! I'll first give a basic grid and then have other suggestions for other scenarios you may encounter. I've seen a lot of people saying its difficult for them to make just a simple grid. ![]() Then repeat the same for the second behavior but this time using " velocity.y" instead of " velocity.y" Then in the second box you want: " 1.X - " You can find this by pressing the expression editor button and clicking "game>Touches>Touch 1.X>Ħ. Then you want to have in the first box of the first "constrain attribute behavior" the text as follows " " velocity.x" You can enter this by pressing the expression editor button and clicking "actorName"> "Motion">Linear velocity xĥ. Add two "Constrain Attribute" behaviors to the actor,Ĥ. (Optional) Create walls so they actor doesn't go flying off the screenģ. Here is the project file of this in action: ġ.Select an actor you would like to have this control over/Perform the action onĢ. Well I decided to post this thread so that people have something to refer to now and of course to make the most of this new tutorials section!, This is a clever little tutorial not only will it follow your finger it will also move the actor to the point that you touch as well! This is a very commonly asked question, "How do I get an actor to follow my touch" ![]()
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