Check out the more detailed technical requirements here. Please contact us about a trial to see if GameSalad fits your young learners. You can join one of your own classes. Assign yourself the CS. Or, review this fast-paced teacher-facing recording. In it, our wonderful trainer Braydon builds the first game just as the students would.
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Terminology Scene: A scene in GameSalad is, essentially, a level. Chances are, they have different levels as you progress through the game. Each level has its own unique map, enemies, and challenges. A scene is really no different. You can create any number of scenes you want for your game. Each one can contain anything you want. Your players will then interact with these scenes that you create. Actor: An actor is basically an object that you can put into your scene.
An actor could be a playable character, an AI-controlled enemy, an environmental obstacle such as a gigantic rolling rock, and much more. Basically, anything that you put into a scene becomes an actor. Even a brick wall can be an actor. Attributes: Attributes are values that are associated with the game as a whole, individual scenes, or specific actors.
Attributes can be modified, removed, or added to the game, a scene, or an actor. Examples of a game attribute would be Display Size, which is the size of the screen for your entire game. A scene attribute would be the amount of gravity in a scene. An actor attribute could be something simple like hit points for your playable character.
Attributes play a huge role in the functioning of your game. You will often modify and add attributes as needed in order to get the desired behavior in your game. In 2D applications, layers are a way to tell your software which images to render in front of or in back of other images. Your background layer can be setup to be rendered behind your Player layer.
Anything on the player layer will be rendered on top of anything that is on the background layer. Behaviors: These are the cogs that make your game function.
Behaviors are what you will likely spend most of your time on in GameSalad. They are used to dictate the logic of your actors. They consist of rules and conditions that allow you to give your actors functionality.
For example, you might have a playable character that you want to move using the arrow keys on your keyboard. The Stage The stage is basically what your game looks like. This is where you drag and drop items into your game. The Stage also serves as a camera.
Your game is rendered in this section. When you play your game, it is played using this part of the UI. The Green button circled in red is the play button. When you press this, your game will play. The Backstage The backstage is just below the Stage. The backstage is where you use behaviors to create functionality for your actors. In the above screenshot, I am modifying the rules of an actor. All of the behaviors that an actor has will be displayed in the backstage when that actor is selected.
Click on each tab to see the different attributes associated with each item. You need to have an actor selected to see the Actor attributes for that actor. Library The library is where all your assets can be found. The library can contain assets that are not even within your scene. The tabs across the top of the library section allow you to access different types of assets. You can double-click on any scene to open it up and modify it.
You can move them around, remove, add, or modify them as needed. You can add, remove, and modify actors here. This can include audio files, image files, and more. These assets can then be used in your game as sprites, sound effects, and more. You can click on each item to get a definition of the behavior. This can be helpful in understanding what each behavior can do for you.
Tables can be used to pull and write data to in your game. W for up, S for down, A for left, R for right. I downloaded a sprite from a free game sprite website. You can find an image that you want to use or you can just stick with the default white square for the character.
By default, the actor will look like a white square. Now, we want to give behavior to our actor. On the move behavior, make sure it has these options: The direction of 90 is straight up. The direction in GameSalad is based on a standard, 4-quadrant graphing system that you would normally find in Geometry or Trigonometry.
In such a system, 90 degrees is straight up, is left, is down, and 0 is right. You can also use the circular dial to the right of the text box to choose direction. The rest of the options in our move behavior will stay default.
We can save some time and copy the rule we just made 3 times. On Windows, you can do this two ways. Go into the MoveDown rule and change the key condition to S and the movement direction to This will make more sense once we actually put our actor in our scene. An instance is basically a copy of the actor prototype. Any changes you make to the instance will NOT be made to the prototype. However, any changes made to a prototype will be made to all instances of that prototype.
So, for example, if we changed the color of our instance so that it was transparent, the prototype would NOT become transparent. You could drag another copy of the Player into the stage and it would NOT be transparent.
Only the instance that you made transparent would be transparent. Once your game is playing, use WASD to move your character around on screen. If you did everything right, your character should be moving. Conclusion Currently, our game is not too impressive.
But the point of this post was to serve as a basic introduction. Hopefully, you better understand GameSalad and how to use it. There is a lot more that you can do to make your game come to life. Moving a character is one of the absolute basics of game development in GameSalad. In the coming months, I will write more pieces about accomplishing things in GameSalad such as collision detection, score keeping, particles, and more. Learn more about these comprehensive STEM offerings.
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