GameSalad

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  • 2D Freelance Game Artist, Hello World, Hello GameSalad !

    Hi,
    just want to introduce myself. I am a freelance 2D artist located in Germany creating game assets which awesome developers like you can integrate in your game. Right now I have not much game assets compared to other artists because I'm still new but I try to add new game assets each month. (Because I try and test it out to provide best quality and uniqueness it takes long time for me to publish something.. )

    Hope you will like my arts and assets. I am actually active in the gamesalad market a while ago but just now decided to also join the community here.

    Some works I did:




    For the assets I sell on the gamesalad market you can visit here:
    Portfolio on GameSalad Market

    By the way I am also available to hire. If you like my art and want some custom works done for you I can help out :)
    PM me or send me mail on 2dgamearts@gmail.com

    Follow me on

  • Re: Smartest way to do this?

    thanks guys works perfectly
    with the string solution

  • Re: Does unpublishing an app and then republishing make it new?

    I don't think so.

    But if you do a major update, it will be in recently updated.

  • Re: Does unpublishing an app and then republishing make it new?

    @fmakawa
    you would need to unpublish the old one,
    then register a new app with a new app identifier. (Note: existing clients will not get an update)

    The original name may not be available for some time, even after unpublishing/removing it. So you may need to give it a new name, or add something extra to the name.

  • Re: Mac Creator Release 1.25.80 is Available

    @adent42 said:
    After I get this new expression editor done, I'll take a look and see if there's a quick fix.

    Thanks for the reply.

  • Re: 14000+ downloads in 1 day?

    I was lucky enough to have this happen twice for my game "King and the Dead".

  • Re: Vote - NEW WINDOWS Project Merger for GameSalad™

    You should have an option:

    Not interesteted, as I don't use Windows.

    Just to have a balanced poll. If you select answers in such a way that it doesn't give a balanced perspective, the poll's worth is somewhat reduced.

  • Re: What to build next??

    I do Dev work 2-3 weeks a year... and take the rest off. No wonder it's not making me much! :p

  • Re: Trying to have actor ask user questions and make a selection

    You can put it in almost any actor, if you so wish. GS gives you a lot of flaxibility.

    But you will need some communication between the actors most likely, which can be done by a game.Attribute or through tables. Tables will give you more flaxibility, I'd recommend using those.

  • Re: RAM & Memory Usage - what has the biggest impact?

    My personal recommendation would go something like this:

    At first, build your game with a minimal amount of low-res image assets (placeholders). In some situations, this is impossible, of course, since you need precision placement of actors, but I have a solution for that later in the process.

    Build your game logic in clear, understandable (for you) snippets. Name everything appropriately! This logic is quite likely to change, so you need to make absolutely sure you will understand it when you come back to it later. If you're mystified by your own game logic later on, it will make the process a lot more cumbersome! Implement all the key logic, to the extent that the game mechanics are in place and playable. You don't have to finish all the content -- for example all planned levels at this point. Try to build one that represents a more taxing variation of what will be in the final game. So, if you have different size levels, build one that is close to the maximum size you expect. Don't necessarily worry about fancy flourishes at this moment, like sparkly button animations, unless you really want to.

    Now comes the first major test. You'll need two sets of images -- the low-res and full-res. Make absolutely sure your full-resolution images aren't unnecessarily large! A good rule of thumb is resolution 2x the size of the actor. Powers-of-two are important, but know what that means. If your actor is 250x250, no worries making a 500x500 texture. It will take up the same memeory as a 512x512 one, but no matter, because the other option is and actual 512x512 one, so equal footing. 520x520 texture is slicing your own throat, as it blows up to a 1024x1024 memory footprint. Just lose that tiny bit of resolution. The low-res images should be 8x smaller. If you had to use full-size images from the start to design the layout, simply make a version of each image 8x smaller in pixel dimensions. If you don't have your final images yet at this stage, take your temporary ones and blow them up to the the size your final images will be in actual pixel count.

    Run the app twice on a device. Ideally ad-hoc, minimum is through the viewer. First run, replace all the images with the low-res version. Second run, use the full-res ones. Put both of them through their paces. Compare FPS, RAM etc.

    This will give you a relatively good idea about what might be impacting your game.

    I was once troubleshooting a project for someone and the app would lag horribly. The person started lowering the resolution of images (he was using some full-screen backgrounds), but nothing was helping. I went through the project. It was a cookie cutter style game and what was happening was that the player was getting more resources all the time and buildings were being built. All of this was managed by timers and tables. The culprit weren't the timers themselves. But inside them, so as not to lose progress on app close, the tables managing resources were being saved. Every time that is done, GS needs to write to disk. So, you had a relatively large table being saved again and again, every single split-second. But not only that! ALL the timers which managed the separate resources were doing that! In effect, the one and same table was being written to disk maybe 20-30 times (if not more, I forget the precise numbers) every second. Needless to say, after changing this, even using the original full-screen images, the lag was gone.

    After these tests are done and conclusions are drawn from them, take that information, sit down and think about your app as a whole. Think about the relationships between the code snippets you created and whether they can be streamlined. Maybe you can get rid of an actor because another one is doubling its function while also doing something else. Try and slim things down, make them more elegant. Draw a schematic of the interconnected relationships if you want, that can help a lot.

    Of course, you can do this sitting down and analysis before you ever create a single actor, plan everything beforehand. If you are able to do that, more power to you (though it is still good to revisit that later, since things might change as you build the app)! For most people I think this process makes more sense mid-development. Since you have a functioning prototype, you can think things through more concretely. This is why you should make your snippets clear and well named!

    Rinse and repeat with the test if needed.