We could do rap, ex and why you can change the size of the scene. It's the same as our game accepted specific to this scene, so this level might have a different colored background for example, Um, we might want to have this scene act like Pacman, where if an object goes off the screen, he comes back on the other side of the screen. Remember real numbers, angles or indexes for tables? Um, so you can create all of global's here that any object can access in our scene. But you can also use BWilliams, which are for full statements, texts in jitters. For example, if I wanted to create a variable for our players health, we can add a plus sign, and we can choose between any of these variable types, and health would be a number, so we choose an integer. We can use this to store global variables. We have our game attributes, which is for our entire game. And then finally we have our tables, which we can use for creating an inventory or keeping track of dialogue streams or things like that. There's all these different things we can actually use within our, um, within our actors. For example, we can check attributes or collision or mouse buttons, so we can say if the condition mouse button pressed, then fire a weapon, right? And then we have the actual behaviors that we can have them do, such as a change of velocity. These air are blocks of behaviors that we can use in our actors, so you'll see that we have our general, uh, behaviours here, like Group Loop, which makes something over and over a rule which is an if then statement, essentially the timer which executes something after during or every certain amount of seconds. We just clicked, plus at assets, and we can add them in behaviours. This is where we add all of our actual assets into the game like graphics, sounds, funds, anything that we want to add into the game. But you definitely need is an object of the game. But you might also have invisible control interfaces or user interface buttons that don't actually exist in the game world. So definitely your player is going to be an actor. ![]() But if you have on on item that contains code, it is an actor. Um, it simply means it is an object that exists so It doesn't even have to be visible in her game. Actors does not mean a player in your game. There's a few things that they might be called, but in this one, they're called actors. So now our actors, every game engine has a type of actor. We want the layer for active actors in the game, and we want a layer for background so we can create and separate all those It really helps to, especially if you have layered graphics. Just second photo shop, horn, onion and, um, we can create different layers for different elements and say We want a layer for the user interface. Definitely every gameplay level is a scene. Are intermissions or videos in between levels or cut scenes? Might be scenes on. These are levels, Um, our menu might be a screen. The library is where we'll find everything that we can use in our game. Here on the left side, we have two different sections. This is called her stage in game salad in other game engines and might be called a view poor just below that is called backstage, and this is where we're actually going to edit our code or dragon drop code within the actors or tables that we happen to have open now. All right, so now we have a 7 20 p screen where our initial Sina's. I'm gonna put assess for still share, so I don't forget. So I hadn't named this Project Glass for game and for mine. ![]() HD because it's pretty show and we'll choose Resolution, resolution, Independence, because that's gonna let us adjusted later. This is just choosing the default resolution. So this is what our games in a look like? Um, we can actually change if we make a new project that will let us choose what platform we'd like to release on. ![]() So this top area on the right side here that looks like a black square That is actually the initial view of our seen. So let's take a look at the game salad as an application and as a game engine. Uh, yeah, thank you so much for your interest in the course. Eso Yeah, if you have any questions or comments or suggestions along the way, feel free to leave them in the comments I will be following along and giving you guys feedback and advice on how to move forward on. ![]() The platformer is just a way to get a cool project. Because as I go along, I'll be introducing every term in every subject we go over so that you can learn the program as we use it. And if you have no experience, this is the course for you. I think, Mario, and maybe we'll make a rage, came out of it or something like that. So in this series, you're gonna learn how to use game salad to make a platform. Introduction: Hey, guys, how's it going? My name is Mike Rodriguez, and I'm a high school CTE certified game design computer science teacher.
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