GameSalad Master Class
GameSalad Master Class is a complete guide to GameSalad and its usage for novice to advanced users. It aims to teach not only how to use GameSalad; but how to use it effectively. This text contains 130 topics, each brimming with practical knowledge and insight valuable to any serious GameSalad developer.
Buy GameSalad Master Class today to experience the most thorough and complete collection of GameSalad knowledge available anywhere!
Table of Contents:
Introduction
Version Information
1. Introducing GameSalad
1.1 The Project Screen
1.2 The Home Screen
1.3 The Scene Screen
1.4 The Behavior Screen
1.5 The Table Screen
1.6 Preview
1.7 Publishing
2. Under the Hood - How GameSalad Works
2.1 Attribute Types
2.2 Order of Execution
2.3 Scene Changes
2.4 Spawn Actor and Destroy
2.5 State Variables
2.6 Actor Tags
2.7 Scaling Actors
2.8 Rule Events
2.9 Concatenation
2.10 Collisions
2.11 Saving Data
2.12 Using Tokens
3. Visuals
3.1 Using Graphics
3.2 Resolution Independence
3.3 Camera
3.4 Particles
3.5 Parallax Effect
4. Actor Movement
4.1 Move and MoveTo
4.2 Motion Attributes
4.3 Coordinate Manipulation
4.4 Constraining Position
4.5 Interpolate Position
4.6 Interpolate and Magnitude MoveTo Replacement
4.7 Physics
5. Using Tables
5.1 Creating Tables
5.2 Creating / Modifying Table Data
5.3 Table Expressions
5.4 Dynamically Sourcing Table Data
5.5 Saving Table Data
5.6 Accessing Table Data
6. Creating a Basic Game (Whack-a-Mole)
6.1 The Controller Actor
6.2 The Mole Actor
6.3 UI and Main Actor Placement
6.4 Game Over Mechanic
6.5 Conclusion
7. Math - Expressions and Algorithms
7.1 Sign Inversion and Absolute Function
7.2 Floor and Ceil
7.3 Using Magnitude
7.4 Using VectorToAngle
7.5 Relative Positioning With Rotation
8. Utilizing Device Hardware
8.1 Basic Touch Input
8.2 Multi-Touch Input
8.3 Accelerometer
8.4 Detecting a Shake
9. Looping in GameSalad
9.1 Traditional Loops
9.2 HyperLoops
9.3 HyperLoop Optimization - Looping Across Frames
10. Practical Components
10.1 Touch Input Using Magnitude
10.2 Detecting Screen Swipes
10.3 Creating Proper Buttons
10.4 Zoom Feature
11. Optimization
11.1 Pre-load Art
11.2 Storing Versus Calculating Values
11.3 Replicate
11.4 Optimizing Timers and Timed Events
11.5 Time Variables
11.6 Replacing After and For Timers
11.7 Replacing Every X Seconds Timers
11.8 Animation Using Timers
11.9 Pseudo-Constrain
11.10 Optimizing Variable Usage
12. Application Design
12.1 Designing an Effective Touch Interface
12.2 Effective Monetization
13. The Psychology Behind Successful Games
Behavior Lexicon
Accelerate
Accelerate Toward
Add / Remove Row
Animate
Change Attribute
Change Image
Change Scene
Change Size
Change Table Value
Change Velocity
Collide
Constrain Attribute
Control Camera
Copy Table
Destroy
Display Text
Group
Interpolate
Keyboard Input
Load Attribute
Log Debugging State
Move
MoveTo
Note
Particles
Pause Game
Pause Music
Play Music
Play Sound
Replicate
Reset Game
Reset Scene
Rotate
Rotate to Angle
Rotate To Position
Rule
Save Attribute
Save Table
Spawn Actor
Stop Music
Timer
Unpause Game