This reader-friendly, highly visual guide is equally suited for formal game development courses and self-paced learning-with a balance of depth and detail that is ideal for both professionals and those working on their first game. The text’s wide-ranging coverage encompasses desktop, mobile, online, social, and serious games-as well as key platforms such as iOS, Android, Mac, Windows, and HTML 5. Using techniques based on key game development concepts, current trends, and established best practices, readers will be able to use GameSalad Creator from concept to prototype-and beyond. I don’t really see the need.THE OFFICIAL GAMESALAD GUIDE TO GAME DEVELOPMENT teaches readers how to make their own games with the simple, powerful, drag-and-drop GameSalad Creator software. But generally, I don’t even use a thumbstick. A second actor could be added, which would be constrained to the active touch point. and 1.Y If you look at the rule conditions in the template, I’m using expressions… You might also be wondering, “Can I change the size and position of the actor?” That’s what’s great about this template. Even though the greater than and less than conditions create a square, they’re all in a giant rule that essentially says - only run this when touched. That way, the actor only runs the rules when touched. How is a round controller disc going to work right in a square box? It works by using a round collision shape for the controller actor. So, if you’re following along, you might have some questions. (That’s where a big monitor is handy.) Instead of explaining this further, I posted the template for download. That takes care of all five touch points for iPhone and iPod Touch devices. Otherwise, if touch #5 is in the square, then use touch #5 location data.Otherwise, if touch #4 is in the square, then use touch #4 location data.Otherwise, if touch #3 is in the square, then use touch #3 location data.Otherwise, if touch #2 is in the square, then use touch #2 location data.If touch #1 is in the square, then use touch #1 location data. ![]() Since nested rules are being used, there can’t be any jamming. If the touch is in the actor’s square, then that’s the touch data to be used. The controller base takes up space on the screen. If a touch is greater than zero, then the touch is in use! Knowing this, I can use greater than and less than conditions to isolate the touch points. When a touch point is not in use, it simply defaults to X=0 & Y=0. How exactly is that achieved? It’s by determining the position of a touch point. When that actor is touched, the rules are used to determine which point is being used. Instead of using invisible sensor actors to locate the touch points, I use nested rules and a single joystick actor. This post is a bit of an experiment in creating those useful files. However, I’ve been thinking about the creation of a second edition - a PDF with embedded templates as examples. I originally published the system in The Unofficial GameSalad Textbook. A free template is available for download. ![]() Fortunately, I designed my own system to resolve this problem. The virtual joysticks would jam, creating a rather broken gaming experience. I know the frustration that this can cause, as my first GameSalad project didn’t go so smoothly. ![]() ![]() Apparently, the default template for creating dual controllers is a bit buggy. While frequenting the GameSalad forums, I spotted an interesting thread.
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