When you click purchase, a new browser window will pop up so that you can authorize PayPal to send subscription payments to GameSalad. When you are done. Turning players into creators. 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, 180 is left, 270 is down, and 0 is right. What are the differences between GameSalad subscription levels? See all 11 articles. Home Solutions Cookie policy.
Developer(s) | GameSalad |
---|---|
Stable release | |
Operating system | Mac OS X 10.7 or later, Windows 7, 8, 8.1, 10 |
Type | Game creation system |
Website | gamesalad.com |
GameSalad Creator is an authoring tool developed by GameSalad used by educators and non-programmers alike. It consists of a visual editor and a behavior-based logic system. GameSalad is used in over 223 schools for teaching computer science concepts, logic based thinking, and problem solving skills without all the pain of syntax.[1] GameSalad is used by consumers and creative professionals such as graphic designers, animators, and game developers[2] for rapidly prototyping,[3] building and self-publishingcross-platform games and interactive media. The application runs on both Mac OS X and Windows computers. Access to a Mac is required for publishing to iTunes, but all other supported publishing platforms are accessible for both Mac and Windows users.[4]
On December 21, 2009, Macworld Expo partnered with Gendai Games, the developer of GameSalad, for the Macworld 2010 GameSalad Challenge to promote Mac and iPhone game creation before and during the Macworld 2010 conference.[5]
On November 20, 2010, GameSalad unveiled a new 'Free to Make' model, making basic membership free to all users, including iOS publishing.[6] It discontinued free memberships in 2015.[7]
On June 11, 2012, GameSalad unveiled a Windows port of the Mac program, allowing Windows users to create games for iPhones. The basic concept is the same, however major changes to the layout were made and some features are as of yet unsupported.
Between October 3, 2012 and November 27, 2012; GameSalad laid off approximately half of their staff.[8][9]
Behavior system[edit]
GameSalad provides a graphical user interface for describing the rules and the behavior of game objects, called Actors, without knowledge of programming or scripting languages.[10] Behaviors are components of an actor that can either instantaneously, or persistently, affect the actor depending on the rules and conditions that govern them. The application comes with a library of behaviors (for movement, changing attribute states, affecting collision, saving, etc.) that can be inserted into rules and other behavior groups to create new effects.
Major features[edit]
Multi-Platform publishing[edit]
GameSalad has one common web-based interface for publishing to multiple platforms such as the iPhone or Mac. GameSalad can also publish to Android-based devices such as the Nook, and to HTML5.[11]

Tables/arrays[edit]
Users can use tables to access mass amounts data efficiently. These tables are readable and writable.
Game preview[edit]
GameSalad has a specific preview mode for debugging and testing the performance and functionality of games. There's a GameSalad Viewer application that can be installed separately onto a users mobile device so that they can click a toolbar button inside GameSalad to preview a project directly on their device through a wireless network.[11]
Scene editor[edit]
Users can place and manipulate actors in a scene. Actors are added to the scene by dragging and dropping. Actors in a scene can be organized into different layers to change how actors are visualized (rendering order, parallax scrolling, etc.).[11]
Integrated physics[edit]
GameSalad uses a rigid-body physics simulator for handling realistic motion and collision. Users can manage and optimize how objects collide by organizing actors with tags. Users can choose to have an actor collide with a group of many other types of actors.[11]
Expressions[edit]

For advanced users, GameSalad has an expression editor to define complex behavior and state changes with mathematical expressions and a library of functions.[11]
References[edit]
- ^'Gaming Startup Deploys STEM Initiatives in 223 Schools -- THE Journal'. THE Journal. Retrieved 2016-09-12.
- ^Krotoski, Aleks (March 11, 2009). 'Make indie games with the minimum of technical know-how'. London: The Guardian. Retrieved May 3, 2010.
- ^'Gamesalad aiming to bring their development system to the iPhone'. The Unofficial Apple Weblog.
- ^'GameSalad FAQ'.
- ^'Gendai Games Announces Macworld 2010 GameSalad Challenge'. The Mac Observer.
- ^'GameSalad Unveils 'Free to Make' Subscription Program with Tools for Game Devs'. MacLife.
- ^https://forums.gamesalad.com/discussion/87424/state-of-gamesalad-on-6-30-2015/p1.Missing or empty
|title=
(help) - ^'GameSalad October Team Page'. Archived from the original on October 3, 2012.
- ^'GameSalad November Team Page'. Archived from the original on January 15, 2013.
- ^'Using Game Salad for Rapid Game Development for the iPhone'. SYS-CON Media.
- ^ abcde'GameSalad Creator Product Page'. GameSalad.
External links[edit]
(Note: page update in progress)
Attributes used by physics
Scene Gravity: The force of gravity to apply to actors in the scene, in pixels per second per second. Since Earth’s gravity is 9.6 meters per second per second, and GameSalad uses 50 pixels per meter, you can make your scene have Earth’s gravity with a value of x = 0, y = 480.
Actor Motion Values
Center of Mass: The point on the actor (in pixels) that most physics forces are applied to. x = 0, y = 0 is the center of the actor.
Linear Velocity: The initial velocity of the actor, in pixels/second.
Angular Velocity: The initial rotational velocity of the actor, in degrees/second. The rotational force is centered at the actor’s Center of Mass.
Max Speed
Apply Max Speed
Actor Physics Values
Density
Friction: How much an object is slowed when sliding against another object. Value between 0 (very slippery) and 50 or more (very sticky). When two objects slide against each other, the friction value used is sqrt(<friction of object 1> times <friction of object 2>). This value is also known as the coefficient of friction. Note: to use the CoF for a material found in physics books in GameSalad, multiply the value by 50.
Bounciness: Determines if an object bounces when it collides with another object, and how much of its original speed it has after the collision. Value between 0 (no bounce on collide) to 1 (full bounce with no slowdown on collide). When two objects collide, the higher bounciness value of the objects is used. This value is also known as restitution. Note: if an object’s relative speed to something it collides with is 50 or less, bounciness will be ignored.
Fixed Rotation
Movable: Flag that marks the actor as dynamic (can be affected by physics forces), or static (cannot be affected by physics forces). Note that even though an actor is flagged as not movable, its physics attributes can affect other actors.
Gamesalad Tutorial
Drag

Angular Drag
Collision Shape: Defines the boundary around the actor that will be used for collision detection. Does not necessarily correspond to the visible shape of the actor.
Behaviors that affect physics
Accelerate: Applies a force to an actor that causes it to accelerate at a given angle. The acceleration units are pixels/second/second, and the angle is in degrees.
Accelerate Towards: Same as Accelerate, but the direction of the acceleration is toward a given point, instead of a given angle.
Gamesalad Tutorial
Rotate: Changes the angular velocity of an actor. This is the equivalent of setting the Motion->Angular Velocity attribute of an actor.
