Game Salad Study
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  • 1. GameSalad Young-min Kang Tongmyong University
  • 2. GameSalad • http://gamesalad.com • Advertised as • The world’s fastest game creation engine. • Design games for free - no coding required
  • 3. Requirements • Mac OS X 10.6 Snow Leopard+ • GameSalad Creator with registered account • registered Apple developer account • internet • image editor for creating sprites
  • 4. Download and Install • Go GameSalad website • http://gamesalad.com • Sign in • Download GameSalad Creator • Install it on your Mac machine
  • 5. Interface • GameSalad Creator dialog upon launch select your project type
  • 6. Project info
  • 7. user interface • back/forward buttons • previous or next task window • web preview • launches your game on web browser • home • project main window • publish • publishes your game to web, iPhone, iPad, Mac,Android • scene • drop down menu to jump to a specific scenes • feedback • sends your opinion to GameSalad developer • preview • plays your game within the GameSalad Creator
  • 8. Scene editor • click “initial scene” in the “scene” drop down menu • you will see a scene editor like this
  • 9. What you see in scene editor • Game Inspector • actors: every object in the game • attributes: attributes of the objects • devices: configuration for mouse, touch screen, accelerometer, display, and audio • Scene Inspector • attributes: attributes of the current level • layers: creates layers and specifies whether they are scrollable or not • Behavior library • standard: standard behaviors provided by GameSalad • custom: behaviors created by users • Images library • project: images loaded for project • purchased: images purchased at marketplace
  • 10. What you see in scene editor • Images library • project: images loaded for project • purchased: images purchased at marketplace • Sounds library • music and sound effects loaded for project • Actor mode • general mouse mode to select actors • Camera mode • camera control mode • Reset Scene • stops your level preview and goes back to initial state • Play • preview the current level of your game project
  • 11. Actor • Game inspector • click “+” button at actor mode • double click your new actor to invoke the actor editor • In actor editor • change the actor size to 32 x 32 • click back button to get back to scene editor • move your actor to your scene • click “play” button • nothing happens • Scene inspector • in attribute mode, set the gravity to be (x=0, y=300) • click “play” button, and watch the actor falls
  • 12. Static platform • Game inspector • click “+” button at actor mode • you can change the name of your actors • ex:Actor 1: player,Actor 2: platform • double click the actor “platform” to launch actor editor • change the size to (width=350, height=10) • you can also change its color • physics • set bounciness as 0 (non-elastic bounce) • uncheck “movable” option to make it static • get back to level editor • drag your platform to your level
  • 13. Collision behavior • double click “player” actor • set its bounciness to 0 • in library, find “collide” and drag it to the window where “drag your behaviors here” is written • let the player bounce when colliding with “platform”
  • 14. Adding more behaviors • in actor editor, create a group and name the group as “Controls” • click “create rule” and name it as “Move Left” • drag the rule “Move Left” into the group “Controls” • make the actor receives “key” event and click “keyboard” to select a key to invoke this rule • drag “Move” from behavior library into the rule “Move Left” • set some parameters • direction 180, speed 100 • The behavior setting will look like the figure in the next slide
  • 15. Adding more behaviors
  • 16. Adding more behaviors • add another behavior • create another rule “Move Right” • make the rule work when right arrow pressed • include a Move behavior • test the game • efficient method • copy the rule, then paste it inside the group, and edit the rule
  • 17. Goal specification • add another actor “Door” • drag the door into the scene • double click the door in inspector • create a rule named “Level Win” • make the actor receive “overlaps or collides” event • find “Display Text” behavior in library, and drag it into the rule, and fill the text edit box with “You Win!” • add “Timer” behavior into the rule, and make the timer work after 1 second • drag “Reset Scene” behavior into the timer
  • 18. Goal specification
  • 19. Let the player fail • add kill zone • in level editor, add an actor named “kill zone” • set the width of the zone to be 480 • place it beneath the platform actor • double click the player actor and add a new rule named “Fail” • make the rule accept “overlaps or collides” with “kill zone” event • drag “Reset Scene” behavior into the rule • make the kill zone invisible • attribute - graphics - uncheck “visible”
  • 20. Screen shots You made the first salad of your own
  • 21. GameSalad - Lec. 02 Sprites and Particles Young-Min Kang Tongmyong University
  • 22. Sprites • create a sprite with any image tool you want • just drag the sprite file to an actor • the sprite will be mapped on the actor!
  • 23. Add more actors • create a door actor and a platform actors and place them in the scene
  • 24. Enlarge your scene • inspector > scene > size • set the width to be 1500 • place some more platform actors, and link them.
  • 25. Camera • click camera mode • adjust camera hot spot • when a camera controlling actor goes out of this spot, the camera is adjusted • controlling actor = player • double click the player actor • drag “control camera” from library into the behavior area • add some keyboard control to move the player • preview
  • 26. Sound • prepare audio files • library > sound > press + • import audio files as music or sound type • double click your player actor • drag “play music” behavior to the actor • background music will be played when the actor appears
  • 27. Add some physics • refer to the previous lecture • to add some physics properties to player and platform • make the door static • move the player along the platform and enjoy the bg music • how to invoke the sound effect… • let’s add an obstacle with particle effects
  • 28. Particle effects • create an actor and name it “torch” • double click the torch and drag “particle” behavior into its behavior area • set particle effect parameters and place it in the scene
  • 29. Particle effects • test the particle effect • satisfied? • change the parameters
  • 30. Play sound • create a new rule • when the player touches the torch • play “ouch” sound effect
  • 31. More levels • games consist of multiple scenes • let’s add more scenes • main menu scene • another game level • game over scene
  • 32. Add scenes • click “home” and click “+” to add a new scene • name the new scene “menu scene” • rename the original scene “first level” • arrange the scenes • double click the new scene • add a new actor named button • make the button transparent • add “display text” behavior to the button • text: Start Game • create a new rule to change scene
  • 33. GameSalad - Lec. 03 Testing your game on your IOS device Young-Min Kang Tongmyong University
  • 34. iOS developer program • enrol to the program ! • generate your app for iPhone • click “publish” • select iPhone
  • 35. Provisioning profile • once you generate your app • you can download the app • it will ask you to select your provisioning profile • select your provisioning profile and press “next” • the app will be ready
  • 36. App installation • Select your device • add your app to the device
  • 37. GameSalad - Lec. 04 Scenes and Touches Young-Min Kang Tongmyong University
  • 38. Game scenes • Logo • Menu • Game1 • Game2 • Game3 • Fail • Win
  • 39. Logo • Actor: StartGame • make it invisible • add behaviors
  • 40. Menu scene • create ONE actor • levelBtn • drag the actor to the scene three times • click the actor instances in the scene editor • you can edit the behavior of the actor instance • each button displays its own message • each button invokes its own level scene
  • 41. Game scene • add gravity to the scene • add a falling box actor • add a platform to hit the box • physics - uncheck • move in accordance with user’s touch (described in the next slide) • add invisible “win zone” and “failure zone” • if the box collides with the “win zone”, move to win scene • if the box collides with the “failure zone”, move to fail scne
  • 42. Touch • hitting platform • create a rule for touch event • behaviors • constrain attribute “self.Position.X/Y” • to “game.Touches.Touch 1.X/Y” • selection: Devices-Touches-Touch 1-X
  • 43. Win/fail scenes • display a message • when clicked, move to the menu scene
  • 44. More levels
  • 45. GameSalad - Lec. 05 Game data and actor spawning Young-Min Kang Tongmyong University
  • 46. Start button • prepare some actors and place them in the scene
  • 47. Add a new attribute • inspector - game - attribute • add a new attribute by clicking “+” • boolean Start
  • 48. Making button invisible • add behaviors for the start button
  • 49. Click the button • The button will disappear • However, • The ball should not fall until the button is pressed • How can you do that?
  • 50. Constrain your actor • add some rules for your ball actor
  • 51. Preview • ball is not moving unless you start
  • 52. Spawning an actor • prepare an actor to be spawned a new actor
  • 53. Spawn it • add behavior rule to ball
  • 54. Reset scene • add a new rule for the game over message actor
  • 55. GameSalad - Lec. 06 Making a real game Young-Min Kang Tongmyong University
  • 56. Prepare some images
  • 57. Create a project • name the project “Shoot” • create a main menu • change the name of the initial scene to “Main Menu” • double click it and open scene editor • drag the initial logo into the scene • create a button actor named “Start Game Button” • create a rule for the button • actor receives event > touch > is > pressed • go to scene: next scene • make it display “Play Game”
  • 58. Create a new scene • create a new scene and name it “Instruction” • drag an instruction image into the inspector • make a rule for the “instruction” image actor to change the scene when touched
  • 59. Game scene • create a new scene named “Level 1” • resize the scene to be as large as 1200x1200 • drag the level image “map.png” into the scene • the size of the image will be adjusted • set the size of the actor to fit in the scene • add new actors • player • enemy
  • 60. Player control • add a behavior group named “keyboard movement” • insert a new rule named “accelerate” that is activated when Actor receives event > key UP > is > down • drag “move” behavior into the rule • direction: 90 • speed: 100 • relative to actor • move type: additive • copy the rule and rename it as “reverse” • drag “move” into the rule • direction should be set “270”
  • 61. Player control • Rotation
  • 62. Control camera • make the camera follow your character • click “camera mode” and resize the camera region • add “camera control” bahavior to your character
  • 63. Add some NPCs • place some enemy characters in the scene
  • 64. Adding some intelligence • NPCs are chasing your character when they detect your approach • create an actor named “detector” • size: 200x200 • add “Spawn Actor” behavior to your “enemy actor” • make them spawn “detector” • make your detector invisible by setting 0 to alpha
  • 65. Shooting • add an actor named “bullet” • drag an image for the bullet (black background) • set “additive” for blending mode • add “Move” behavior for this actor • direction: 90 • relative to actor • speed: 1000
  • 66. Shooting control • edit your character actor • add a rule into the “keyboard movement” group (actor recives event > key > space > is > down) • add timer in the rule: every 2.0 seconds • spawn actor: bullet • direction: self.Rotation / position: 0, 50 • layer order: in back of actor / direction relative to: scene
  • 67. Firing flash • prepare an image for flash • add an actor named “flash” • drag the image onto this actor • add timer behavior • destroy self after 0.1 seconds • edit your character actor again • spawn the flash actor when you shoot
  • 68. Bullet collision • Edit the enemy actor • add an attribute named “Health” of integer type • set 4 for the attribute • Create a rule named “Shot” for the actor • condition: overlaps or collides with bullet • behavior: change attribute “self.Health” to “self.Health-1” • Create another rule “Die” for the actor • condition: attribute “self.Heal” = 0 • behavior: Destroy
  • 69. Play it
  • 70. Let them move • edit “enemy” actor
  • 71. Accelerometer • character control with accelerometer Rotate your character in accordance with accelerometer game.Accelerometer.y * 600
  • 72. Touch shooting • add a new attribute for game • boolean “bFiring” initialized as false • when the map touched, the flag is turned to be true • change the shooting rule of your character
  • 73. effects • explosion effect when shot
  • 74. Win • add a new game attribute “nShotEnemy” • increase the nShotEnemy when an enemy is shot • if the nShotEnemy value is larger than a specific value, move to winning scene make “Win Scene” go to “Main Mene” when touched
  • 75. UI Scene • Create a UI Image • make an actor named “uiDesign” with “additive” blending mode • add a layer to “Level 1” scene • name the layer “UI” • move the layer on the default layer above • uncheck “scrollable” • drag the uiDesign into the scene and make it located in the UI layer • add some game attribute and let the UI display it
  • 76. Play, and improve it • Add more effects such as explosion…
  • 77. GameSalad - Lec. 07 Table Young-Min Kang Tongmyong University
  • 78. Basics • table • matrix shaped 2D data • can be accessed with row and column indices • all items in a column should be of an identical type • you can create as many tables as you want • tables are treated as attributes of game
  • 79. Table creation • Home > Tables • click “+” to create as many table as you want • rename them
  • 80. Edit your tables • determine the # of rows and columns • determine the type of each column • you can easily increase the number of columns or rows • you can rearrange the order of the columns and rows
  • 81. Prepare for table access • create an actor and place it in the scene
  • 82. Display table items • make the actor display an item in the table
  • 83. Test it • press preview button and reset the scene • every time you reset the scene, randomly chosen item will be displayed
  • 84. Table modification • Change Table Value behavior
  • 85. Table application table visualization and manipulation
  • 86. Create a table • Prepare a table to be displayed and manipulated
  • 87. Actor to show items • create an actor named “item viewer” • double click and add behaviors as follows nothing specified here
  • 88. common behavior • make the actor display table item (common) • the item is accessed by attributes of the actor (different attributes for each actor instance)
  • 89. Instancing • place the actor instances in the scene
  • 90. add behaviors • double-click the actor instances to edit their behaviors differently specify different values to instances
  • 91. Background • add background and test it Table items are displayed on the actor instances
  • 92. Table manipulation • Table items should be accessed with structured looping method • loop behavior • only in ‘pro’ version which costs $299! • alternative • inventing your loop with available behaviors
  • 93. Single for loop • for(int i=1;i<=4;i++) { • TB_State[i][1] = TB_State[i][1]+1; • } ! • add attributes • idxI • idxJ • use those indices for our for loop • here, a single for loop is presented • idxI is used
  • 94. Test • press right key to increase all items in the first column