Here's the previous curvy line demo (on the previous page) but as a wobbly undulating platform in a platform game - I won't post the file as firstly I used CodeMonster's platform artwork (so don't want to give away other people's assets) and secondly it's exactly the same code as in the curvy line demo.
I believe the artwork in @CodeMonsters game is from open game art
Here's the previous curvy line demo (on the previous page) but as a wobbly undulating platform in a platform game - I won't post the file as firstly I used CodeMonster's platform artwork (so don't want to give away other people's assets) and secondly it's exactly the same code as in the curvy line demo.
I believe the artwork in @CodeMonsters game is from open game art
All this quoting wobbly lines is hypnotising me...
Rocket thing - constraining a rocket exhaust to the base of a moving rocket - so you can emit particles (or spawn objects) from the rear of a moving rocket.
I was thinking it would make a cool chinese dragon.
Yeah, that would look good, you'd need to plot the various elements along the line, head, tail, body segments, feet/claws and so on, but it shouldn't be too complex, just use the example project file as the basis . . .
Hold on, a quick Chinese Dragon demo coming up . . . . .
Here you, this kind of thing, you'd need to stick some feet/claws on him too, maybe make the tail 'flick' a little more, and of course get some flames coming out of his mouth . .
Also this would work well for fish and snakes !
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Some great stuff here, @Socks and @tatiang! Thanks for sharing with the community!
Whoops, I forgot to upload the Chinese Dragon file - it's basically the same file as the previous curvy line demo, but with an image taken off a quick Google search chopped up and thrown into the line spawner.
You can smooth out the joins in the rainbow by having a longer feathered edge. Also the way GameSalad anti-aliases the edges of actors is less than ideal, so if you want a smooth (anti-aliased) edge at the top and bottom of your rainbow you could stick a pixel of empty space around your artwork to force GS to anti-alias the edges.
@tatiang -- nice recipe maker. This can be turned into a nice little educational app. I'll be 'appropriating' it now. (It'll likely turn into an assignment for students to make next semester.)
Ha ha I nearly fell off my seat ... the unicorn is a classic ... I love your work guys ... So many files to check out ... Cheeers @Socks ... Fantastic stuff ...
Click On Top Actor Only This demonstrates how to determine the relative layering of actors. It also shows how to make sure only the top actor gets clicked when there are a bunch of actors stacked on top of each other.
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
@tatiang -- nice recipe maker. This can be turned into a nice little educational app. I'll be 'appropriating' it now. (It'll likely turn into an assignment for students to make next semester.)
@RThurman thanks! The teacher also wants to be able to combine products into new compounds so I've added that functionality as well and am working on a few more things such as an inventory of products and secondary products.
I'd love to see how you implement or alter the demo with your students.
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
edited November 2013
This thread is one of the most valuable in the forums and I'd hate to see it filled with trolling statements. Please add useful files as needed but keep other comments to separate threads.
Comments
Hold on, a quick Chinese Dragon demo coming up . . . . .
Also this would work well for fish and snakes !
Whoops, I forgot to upload the Chinese Dragon file - it's basically the same file as the previous curvy line demo, but with an image taken off a quick Google search chopped up and thrown into the line spawner.
=D>
Just for you . . . . . (file attached).
You can smooth out the joins in the rainbow by having a longer feathered edge. Also the way GameSalad anti-aliases the edges of actors is less than ideal, so if you want a smooth (anti-aliased) edge at the top and bottom of your rainbow you could stick a pixel of empty space around your artwork to force GS to anti-alias the edges.
Here you go, a demo of what I mean:
Darren.
This demonstrates how to determine the relative layering of actors. It also shows how to make sure only the top actor gets clicked when there are a bunch of actors stacked on top of each other.
http://www.mediafire.com/download/ktne3dd9afrd9b8/DestroyTopActor.zip
I'd love to see how you implement or alter the demo with your students.
:-B 8-X