Coming Real Soon Now (tm): Polygonal Collision & App Store GS Viewer

dgackeydgackey Austin, TXInactive, PRO, Chef Emeritus Posts: 699

Hey folks,

I know a lot of you have been wondering what we've been working on lately and @CodeWizard has been (true to form) knee deep in code, so he hasn't had a chance to update everyone on the latest and greatest, so I wanted to give you some updates on exciting stuff coming from The Kitchen:

First up is POLYGONAL COLLISION. We've got this working in a test branch right now and the way it's going to be implemented for 1.0 is that you will need to supply a series of JSON coordinates for your custom collision shape, but don't fear, we've found several free tools that do a bang-up job of generating this point data. The one we like the most is called Physics Body Editor, and it's free and Java-based so it's cross platform. Check it out here:

http://www.aurelienribon.com/blog/projects/physics-body-editor/

Second thing we want to mention is that we will soon be pushing the GameSalad VIEWER TO THE APP STORE and Google Play, so that it will be even easier for you to test your GS projects on devices. This is especially important for our PC users, as this will give you a way to test your games on iOS devices without needing to beg, borrow or steal a Mac to build the Viewer project and deal with all that signing hassle. We've got a whole slew of features planned for future Viewer updates as well, so stay tuned.

There's more top secret stuff in the works that's a bit too early to talk about yet, too, but I wanted to let you all know about these two big upcoming features.

Cheers,

Dan

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Comments

  • owen_dennisowen_dennis Just a guy, you know. Member, PRO Posts: 236
    edited October 2015

    Am I allowed to say "!@#$% yes?" on this forum?

    Edit: Apparently not. But man that's awesome! No more having to make separate constrained hitboxes for my weirdly shaped actors!

  • GSAnimatorGSAnimator Member Posts: 312

    Awesome!!!!! :)

  • DuesDues Member Posts: 1,159

    Wow! Awesome work guys! :smiley:

  • SocksSocks London, UK.Member Posts: 12,822

    ****!

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    That's great news! Awesome work guys!

  • SocksSocks London, UK.Member Posts: 12,822

    @dgackey said:
    First up is POLYGONAL COLLISION.

    @dgackey said:
    pushing the GameSalad VIEWER TO THE APP STORE

  • My bro and I were just discussing how to creatively get around collisions for our next game... problem solved!

  • floatingwoofloatingwoo Los Angeles, Calif.Member Posts: 393

    Wow, step out of the kitchen for a quick stretch and all kinds of good **** happens!

  • supafly129supafly129 Member Posts: 454

    nice work guys!!

  • SocksSocks London, UK.Member Posts: 12,822

  • NimbleBugNimbleBug Member Posts: 483

    @CodeWizard Thank u so much for your hardwork .

  • GameAlchemistGameAlchemist Member Posts: 106
    edited October 2015

    Thanks A lot GS team!! You've just prolonged my membership A lot more!! I had a feeling that we're gonna get some amazing presents in halloween and christmas :D

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Very nice!

  • ArmellineArmelline Member, PRO Posts: 5,397
    edited October 2015

    Awesome! This is great news on both fronts, but also an update itself is also awesome! Really looking forward to getting my hands on this!

    I can live with Creator being a bit slow for polygonal collisions!

  • HopscotchHopscotch Member, PRO Posts: 2,782

    Fantastic! :) <3

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    Great news to see first thing in the AM, awesome!!!

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Woah!!

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    nice news to wake up to!

  • ArmellineArmelline Member, PRO Posts: 5,397
    edited October 2015

    Will there be any real limit on vertexes? Do they place much strain on the engine? I intend to start adding them to a very busy game as soon as they're available, but looks like some of the actors will need 50-100 vertexes to be "right".

    Can't wait to get this going! SO MANY ACTORS TO ADD IT TO!

    I'm actually a little worried how excited I am about this.

  • GnarlyGnarly canadaMember Posts: 840

    I can no longer say GS doesn't look at feature requests. I never thought I would see the day.
    Keep this up and GS has a real fighting chance.

  • AngryBoiAngryBoi Member Posts: 586

    Let's go! You guys just keep getting better!

  • app_sauceapp_sauce Member, PRO Posts: 206

    Epic! good to see gs team working hard!

  • DerfMilarDerfMilar Member Posts: 27

    This is just the best news.

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    that physics body editor looks awesome!

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435

    @Armelline said:
    Will there be any real limit on vertexes? Do they place much strain on the engine? I intend to start adding them to a very busy game as soon as they're available, but looks like some of the actors will need 50-100 vertexes to be "right".

    Can't wait to get this going! SO MANY ACTORS TO ADD IT TO!

    I'm actually a little worried how excited I am about this.

    Technically, there is no limit to the vertexes. However, yes, the more vertexes you have, the more strain it will put on the engine, that's just the nature of the beast.

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435

    I'll be writing up a full description of how to set up the vertex data and get it into your game later today.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @stevej said:
    I'll be writing up a full description of how to set up the vertex data and get it into your game later today.

    Any idea on when we'll be able to get our hands on this? :D

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
    edited October 2015

    I noticed on that page they mention 'joints' as well. I wonder is that actual joints or something just related to collisions?

  • Agent ArgyleAgent Argyle Member, PRO Posts: 188

    No more "Hey, I crashed but I swear I didn't hit anything!" Thanks!

  • ArmellineArmelline Member, PRO Posts: 5,397

    @stevej said:
    Technically, there is no limit to the vertexes. However, yes, the more vertexes you have, the more strain it will put on the engine, that's just the nature of the beast.

    I'll be putting it to the test for sure then! There's not a... recommended limit, I guess, then?

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