GameSalad

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  • Re: Why are they building the web version without pro designers?

    @adent42 @ForumNinja

    @Socks said:
    Are you actually using a UI designer (rather than just a general graphic designer) ? Or >are you not using a designer / design company at all . .

    @Socks this is really the heart of the problem. We all have fantasies to be someone we're not.
    From the outside everything looks simpler than it is.
    This age-old trap is based of the fact that the ignorant does not know what he does not know, hence he has no way to gauge is lack of knowledge and therefore minimizes his deficiency and so, feels able!
    An unconscious delusion.

    Moreover, a coder thinking he can get away passing for a designer is actually an unintended insult to designers.
    Would anyone feel ok winging it as a brain surgeon?
    NO! So why winging it as a designer would be ok?
    Artistic fields tend to be misunderstood and minimized by mostly non-artistic types. But I assure you dear GS, these fields are not any easier than brain surgery to succeed in, often harder as they requires one to understand oneself and control tendencies beyond books and teaching to achieve mastery.

    Designing requires skills just like anything else it goes way beyond the hobbyist skills.
    These are very deep multi faceted fields.
    Especially UI design, big part of it's human psychology. logic, conventions, masterful simplicity which bear no resemblance to a beginner's simplicity and much more
    There's at least more than half a decade of lack of knowledge and experience in UI design to gap with the current web version.

    @adent42 for example, you wrote: "you like purple".. In commercial design, not matter what field, no-one cares what you like.
    It's about choosing the right option for the right demographic, product and intent.
    "I like purple" is an invalid statement to put it in coder terms..

    I can tell you that in the design jobs I've had I simply wouldn't have been able to submit >GS 2.0 and keep my job -

    I second that, I'll even add that the boss would not even get to the bottom of the page before exploding into rage or asking if this was a joke....

    This is the whole purpose of my original post Not to minimize or ridicule the effort but to help you realize that you guys are way too deep in the abyss to get back to the surface on your own and it's normal, nothing to be ashamed about, I can't do what you do.
    You guys are great in so many ways but design and UI wise, you need more than help you need someone qualified to take over. Not just a designer or someone with good taste this is all too subjective, GS need a UI designer

    One picture worth 2000 words.....

    I can't even begin to euh........The mac version was not amazing, unoptimized spacing and arrangement etc. (2006 look ) but useable, the web version is like 1991, 15 years before and to be honest i can not work with this, especially on a big project, I just can not, it clogs my brain, other users told me the exact same thing in PM...It's not just the look, it's 57% a workflow, positioning clicking problem too

    And no, this is not an habit problem, in fact a new user will be even more frustrated, at least, we know what this is, they'll have no idea.
    Let me add that a 12 years old has never ever seen anything designed like this.
    It will be an even bigger shock to them.

  • Re: Why are they building the web version without pro designers?

    @adent42 @ForumNinja @Socks @Toque @Braydon_SFX @everyone...

    Here is the design I came up with for the Web version.
    (I chose the display module as an example due to the higher number of different elements it comprises.)

    (the real image is much sharper especially the fonts.
    Double click this link:

    It is the exactitude in design that create the quality, an approximation of this, not respecting exact placements, gaps, color scheme, fonts, kerning etc will not work.

    Fonts are the same size than the web version yet the module is much smaller and breathes more.
    There are also more details, options and instruction within, to go with the education centric push,

    • I gathered that @adent42 wanted to create a text flow to the logic, however the last line of the current web version:
      “using font” “with size” “and color” is not necessary. Sometime more instruction = more confusion.
      Moreover, this last line is cosmetic and not part of the logic. Hence I left it out of the text flow for the sake of simplicity, clarity and logic.

    • To increase text flow I added caps the “Place text at” and added the word “text” for a more natural text flow ( this also allow for alignment with line bellow.
      “Same with Warp inside actor” is now “Warp text inside actor” for the same reasons.
      The check Box is now after the description as the entire flow should be and is: description then activation, this keeps the interface logic consistent and helpful especially for education

    • The main window is slightly rounded , not because apple does it but simply because it’s more friendly and a game engine should not look like an accounting software, this create more fun and higher esthetics.

    • All the tabs are also rounded a tiny bit for harmony and consistency

    • Static text is grey, editable text is a bit whiter
      The instruction in the main text box are intentionally faded, as soon as you type in the box the actual text is the same brightness than the tabs below.

    • Hello world! has been removed, 12 years old have no idea about this 40 years old reference, i rather use the empty space for instructions

    • The expression editor is represented with parenthesis because it’s their visual chraracteristic and have been moved back to the right of their tabs in order to not break the text flow with too many symbols.

    • Gaps everywhere follow a certain logic and consistency.

  • Why are they building the web version without pro designers?

    @ForumNinja @adent42 @etc.....

    Allow me to be completely unfiltered and honest with you guys at GS:
    The web version is a great tool for teaching UI and graphic design...:
    It's a glaring prime example of everything not to do!

    The design is absolutely atrocious.
    I stared at the web version in disbelief, frozen, paralyzed for about 8 minutes.
    I don't even know where to begin, I'm contemplating writing a giant post with explanation, photos and fixes for every missteps, but I'm afraid this is going to take more time than I have and may fall into deaf ears or may be heard but unexecutable by the GS team.

    YOU NEED TO SPARE FEW THOUSANDS FOR A GRAPHIC/UI DESIGNER, IN 2018 THIS LEVEL OF NON-DESIGN IS INADMISSIBLE. NONE OF YOU ARE DESIGNERS, OBVIOUSLY, SO YOU MAY NOT REALIZE THE IMPORTANCE AND EFFECT IT HAS ON YOUR CUSTOMER CONSCIOUSLY AND UNCONSCIOUSLY AND THEREFORE YOUR BOTTOMLINE.

    IT MAKES YOUR SOFTWARE LOOK WEAK, OLD. UNWELCOMING, BORING.
    It's counterintuitive to the highest degree, difficult to use, no ergonomic intelligence, illogical, inconsistent.

    I may sound too harsh and rude but I really mean it, I believe sometime true unfiltered expression is needed for full effect.

    I'm not trying to create drama here, you know i love you guys, I just want to shake your bones. Wake up! This can't be!!!
    Even with the best marketing and coding team and unlimited funds this interface design will make GS drown in quicksand faster than even your backwards resource management skills, do not underestimate the visual and ergonomic power on customers.

    There are at least 150 no-nos.

    however, I'm not one to criticize strongly without proposing a way out or a fix so:

    Like I said, I don't have the time to go thru all of them, especially the ergonomic issues like extra useless clicking, positioning consistency etc.

    So I'll go over the basic "must change" ones, (some of you have already mentioned some of these..)
    IF you guys hired someone to do all of these, I believe GS entire fate will change.

    • First, you don't have to reinvent the wheel, especially with limited design knowledge. Just ask a designer to copy illustrator or some other adobe software .. this would be a huge step up, not ideal but still a ground breaking improvement.

    • light color interfaces require much more design skills, to look modern and fresh, than darker ones. It's not just a trend, darker is easier on the eyes, white screen desensitize the retina long term and tires the eyes faster.

    • Lose the purple! it make everything looks old. I know you guys probably think it's part of your branding by now, but it's not. It's just ugly and unpopular and just does not work, at least for this dull hue of purple. GAME SALAD you are not Prince thank you.

    • You can not reconcile touch interface with desktop design all-in-one. Touch needs more rounded fat, non-rectangle buttons. and completely different window arrangements. A desktop interface with a lot of useless space does not constitute a touch friendly interface. It only makes it a crappy touch interface and a crappy desktop interface. Just go for desktop for now, no school or student is expecting iPad at this point anyway. Later, hire a designer to modify the CSS for Ipad. There's no winning in the in-between

    • Each "action, behavior or group" do not need their respective logo next to them. only menus : "action, behavior or group" do. The content of these menus only need subtle tints or outlines of their respective menu color. This is very important in design, only do what's needed, if it's not needed don't do it. Always search your design for unnecessary things, when found, erase.

    • The overall font should be a tad bit heavier, this will create a more lush and friendly feeling. It's subtle but it all adds up.

    • On the very bottom left. " < compact" is the same font size and holds the same real estate than menus directly above it. "compact" is not a menu option, it is a interface option, therefore it should be smaller and closer to the interface color.

    • "Add rule" "add group " "add timer" short cuts on the top are too small and too none descriptive. These should have a element or an outline in blue to recall their group color. The + sign in the "add timer shortcut" is green but it should be blue since it belongs to a blue group ( the behavior group). Again, the sum of these small things add up to an overall intuitive design in the end.

    • Add "change attribute" and "change table value"e to the short cut on the top ( whenever you guys got it working) Again, these should be orange to reflect their group color. Always use color logic and consistency, this is a big part of intuitive design too. (It's worth repeating) There is valuable wasted space on the left of these short cut.. Wasted space and breathing design are not the same thing.

    • The "turn off button" on rules should change the rule or action heading color when off, for the sake of clarity. (The button itself does not really need the debug logo in it.) Design conventions taught us that bright colors means on and dark is off, this button is dark when rule is on and bright white when the rule is off. this is backward.

    • The gap underneath "< Compact" on bottom left and the gaps between "groups" to the right and the "sort" tab underneath are all inconsistent this looks super cheap.

    • There is so much more to fix but I would need to take pictures and show examples etc for you to understand.. I just don't have the time, I apologize for this post if it's messy, this was a stream of consciousness, from someone who really knows this stuff and just wants to help.

    IN SHORT YOU GUYS ARE TOO FAR GONE.
    YOU MUST HIRE A GRAPHIC/UI/CSS DESIGNER NOW OR MORE THAN HALF OF YOUR POTENTIAL CUSTOMERS WILL NOT EVEN GIVE YOU CHANCE AT FIRST GLANCE.

    I'm not trying to demoralize anyone, like many others here, I'm only trying to save you, dear GS.

    EDIT: @adent42 added some bullet point markers, hope you don't mind.

  • Re: State of GameSalad on 11-13-2017

    I've just run through the whole process using our QA servers and it's looking good. By tomorrow afternoon (I want to say tonight, but with my luck, I'm not) I should have things up and running.

    Fingers crossed!

  • Re: Why are they building the web version without pro designers?

    Haven't had a chance to read and digest all of this yet but my initial reaction is that I've been having conversations with veterans of the forums and it's universal that the web tool needs a ton of work around UI and graphic design. It's quite frustrating and discouraging to use it the way it is. I also keep hearing from these same users that their suggestions fall on deaf ears. That bug reports are the ONLY thing that GameSalad staff respond to or seem to find important. That could be incorrect but the impression users are getting is just that.

  • Finger Dungeon launched!

    My new little game Finger Dungeon went live!
    I loved working on this one and I hope you can feel that playing it.

    So if you have a couple of minutes give it a whirl.

    https://itunes.apple.com/app/finger-dungeon/id953778534?mt=8

    https://play.google.com/store/apps/details?id=davidzobrist.fingerdungeon&hl=de

    http://www.amazon.de/David-Zobrist-Finger-Dungeon/dp/B01C7B6NL4/

  • Re: State of GameSalad on 11-13-2017

    @unbeatenpixel I'm working on it now! :) For expediency, I'm hoping to be able to just update admob for this next release and then do revmob later, since that's a significant change.

  • GSLearn 2.0 (Beta)

    Hello,

    GSLearn is changing,It's exciting and I hope it will be more helpful than the current state of the site.
    As of Jan 2018, GSLearn will no longer be a template and demo site, but an information directory.

    You can chat with GSLearn at anytime to get answers to your questions. There are a few of us who are continuously adding new questions to the data base daily, so if you don't get an answer, please let us know so we can add it in. You can try different keywords to see if results change.

    At the moment, only basic questions will have answers, like what does X behaviour do. Or how to start new project in online creator? How do I add an attribute?

    We currently going through the very basics to make the transition to web creator as easy as possible. And then follow it up with more complex questions based on most popular topics asked on the forums etc.

    If you have a moment, please check it out (Desktop) and let us know what type of questions you need answers to!

    Note: This is in very early stages and will be updated daily and will be offical in Jan 2018. Plus the site will have a new design (hopefully).

    Visit GSLearn (beta)

    Best,
    Two.E

  • Re: State of GameSalad on 11-13-2017

    Okay... it's 4am and I've put out another build. Regenerate your app to get the benefits.

    The arm64 issue is fixed, loading images are done, Revmob SDK 10 works.

    iOS8 and above support both landscape and portrait loading screens. So you'll notice on your publishing page that the old smaller loading screen images are gone and you just have wide loading screens and ipad loading screens. Upload accordingly. The iPhone X loading screen is wider/taller than other iPhones, so what we're doing is resizing and cropping your image. So make sure to leave some safe zones around your loading images for important stuff.

    Updates to app store submissions require your 1024x1024 marketing icon to be bundled in your app. So you'll want to set a 1024x1024 icon if you had a 512x512 one set previously.

    Sooooo... what's the catch? CFBundleIconName needed for iOS11

    Around iOS 8, Apple introduced the usage of Asset Catalogs for the app icons. Unfortunately, asset catalogs compile into proprietary format in the final binaries. This means we can't easily recompile them with YOUR loading icons on our servers. Without the ability to update the compiled Asset Catalog, your app is stuck with our default icon!

    So tomorrow will be about getting the asset catalog compiled for you.

    In the mean time, please test out your app. Test submit your apps without releasing them to see if all the other issues are fixed.

    If you're impatient, you'll need to cobble something together based on these three item:

    Use this tool to generate the Asset Catalog bundle: http://raphaelhanneken.github.io/iconizer/

    Then use the information in this link to compile the Asset Catalog bundle into an Assets.car file
    https://forums.developer.apple.com/thread/42719

    Then download your app file and drop that Assets.car over the one in your app. Manually sign the app, possibly with this handy tool:
    https://dantheman827.github.io/ios-app-signer/

    I'm so sorry, the result isn't better at this point, but as you can see, we're working hard to chip away at the problems.

    Thanks for your patience! I'm gonna get some sleep now.

  • Re: Future of GameSalad!!!

    When choosing a game engine you need to ask your self few questions ,
    Does the game engine fit your needs , does it have the features you want , does the end product run well on the devices , whats the learning curve of the engine , does it have a good workflow , is it a reliable engine , are there enough resources to learn the engine , do you have the time to learn the engine , do you plan on starting a career with the engine , does it support the platforms you want to publish to etc..

    If you think GS is the best choice stick to it , if not then you did not waste any time . In the end no matter what engine you use , they will all break down to the same concepts. For example
    Comparing few engines out there you can see the similarity.

    • Gamesalad & stencyl have attributes , construct/unity / game maker calls it variable
    • Gamesalad have interpolate behaviour , stencyl calls it tweening , other game engines lerp.
    • Gamesalad have a moveable tick to decide if the actor will be using physics , stencyl normal/cannot push , unity rigidbody
    • Gamesalad have timers , unity has coroutines / invoke method , game maker alarms i think.
    • Gamesalad have tables , stencyl have lists , construct and unity have arrays dictionaries lists etc...
    • Gamesalad runs your code 60 fps using constrain attribute behaviour , stencyl uses the always block , construct every tick event , game maker has the step event, unity update method .
    • Gamesalad have rules , other engines call it if statements.

    They all break down to the same logic , just different ways to approach it. You will end up having the same logic using the same behaviours.

    If your serious about game development though then you will probably end up choosing another game engine at some point , an advanced engine that can carry your ambitions and push it further. GS is the perfect starting point , its a fun organised way to learn programming/game development , and when your ready to switch engines , you will take all the knowledge with you. I mainly use unity right now and i still use gamesalad code and translate it to c# . its not that difficult to switch to a new engine if you know the basics. But thanks to 3 years using gamesalad , it is much easier now.

    Regarding gamesalad and the issues you see , this happened before. Apple releases an update that breaks gamesalad apart. The community rages , demanding GS to give updates/estimated time . GS team take a while to fix it and they usually end up fixing the issues , but sometimes it takes a lot of time. To avoid this , they made the web version of GS and that will help them focus their development on one code base / one creator using html5 and adding more features .Estimated time to fix an issue can never be accurate thats why they avoid saying anything about it , imagine having a bug in your game and you spend time trying to fix it and the players keep asking you to give an estimated time , you will probably answer , i will release it as soon as the bugs are fixed :)

    Anyway i need to stop talking :D