To summarize top/level 1 of pyramid - name of game, level 2 actors, level 3 actors rules, level 4 variables needed for rules and actors and y it next time i guarantee a smoother game making process. From there i will know about the Variables in my game, i may need variables like true or false - hero jumping,hero alive?, or integers like how many times the hero has been hit by bad guy bullets. This 3rd row is what rules or code will i need to tell these 3 objects in the 2nd row.the good guy will have rules like what to do when hes dead, what to do if hes jumping, what to do if he is hit. ![]() Well now i have to think about the next row in my pyramid. The next row below the name of the game is "what is in my game? " lets say i have a good guy and a bad guy and a bad guy bullet he shoots. I like to think of the game as a pyramid and at the top is the name of the game, the first point. ![]() This will help you be more prepared if you figure this out before jumping right into your game. This is the same in GameSalad you pass and save information through out your game with variables and think a head of what information you will need to know every frame per second or much later on in your game. Variables are integers "numbers", a true or false "which a computer sees as a 1 or zero basically in memory" or a string of characters. In most current programming languages you have variables. If you have a million bullets flying around every second and those bullets are massive images and 200 bad guys and tons of rules to check.well then good luck having your game check that at 1 frame per second. Optimizing your game is all about making it easier to check and move things around as fast as it can. ![]() Let's say you have a ball bouncing around between some invisible walls and that's it.well your game checks the rules, does the math on where the ball was and where it should be now and if it hit a wall and changes a true or false depending on if it hit a wall and holds that true or false in memory and updates the frame.now times all that by the full frame rate and your simple bouncing ball program checks all that 60 times a second. this is the fps term you will here in the community.you will see it when debugging your game as well it will flicker around 59 60 or much lower depending on how many lines of code your game has to check aka how many things are going on at once in your game. Well lets say you have a hundred lines of code for a simple program, all those lines are checking PER screen it shows you.but a screen isn't what you see with your inferior human eyes, a screen to the computer is a frame per second rate to the computer. "hey program this is what you do, this is what you don't do and check this and don't do this". In non object orientated programming you write lines of code or as i like to call it rules for you program. It's the understanding of what lines of code/rules you will need to create for the game that will help you focus on how to attack making your games. Just a click here and a click there are writing lines of code for you. Any one who has looked into a bit of programming will understand GameSalad better because it is programming. Something from my mind instantly visualized and interactive in front of me is it's own reward. I have jumped in and out of programming my whole life but my true passion is creating games. I have Been wanting to write this for a while. So we hope this tutorial help you on the future. Simple, whit a transparency layer, 24Bit of the image and 8Bit of transparency = PNG 32Bit.Īttention!!: this process is valid only if exist a layer transparent on the BG, and not a Transparent overLayer on a full image. Now the PNG-8 is old web system and is not for us, is like a PixelArt 256 colors maximum so we need to use PNG-24Bit but how can add more 8Bit? The best way to create image file is export to a 32Bit, but this for the PNG is apparently impossible, because we have only two way to export: PNG-8 and PNG-24. That's it! Import your file in GSCreator and try on your device. We take for example one full background gradient, from a deep blue to light blue iPad landscape 1024x768pxġ) create your square 1024x768px or Retina 2048x1536px with your favorite software, for us Illustrator and Photoshop is the best way to do that, but every software is ok.Ģ) Now select your gradient square and change Alpha Channel bye 100% to 99%, is only one point less to transparency, is imperceptible to human eyes but not for GSCreator.ģ) Now export you PNG 24 with transparency Layer and flag interlaced (this is optional but make the PNG more defined) ![]() There's a problem sometime to export a PNG gradient file on iOS devices from GSCreator, we see all passage stripes on a gradient image, and is ugly, wrong and our game have a graphic style like a Sega Genesis 16Bit :) so how we can fix this? Hello everybody, today i will show you how you can leave the stripes on gradient image show on iOS devices.
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