Best GameSalad platformer?

HotwireHotwire Member Posts: 24
edited November -1 in Working with GS (Mac)
Been checking out the engine and some of the existing games made with it. What's considered the best handling platformer out there? I'd like to see what's possible with the engine before seriously digging into it. Thanks :)

Comments

  • AfterBurnettAfterBurnett Member Posts: 3,474
    I've only seen one GS platformer. Goro's Way I think it's called? Looks very cool... which reminds me... must rush off to buy it... LOL. Cheers!
  • HotwireHotwire Member Posts: 24
    Thanks, I'll check it out. Not very promising that only 1 has been made.
  • HotwireHotwire Member Posts: 24
    Wow, just downloaded and played it. Yikes. If that's the best example then I don't think this engine is for me. :(. Rather not have to learn real scripting but Unity/TGB/etc is probably the way to go.
  • juzcookjuzcook Member Posts: 259
    I started work on one the minute I got gamesalad just a couple weeks ago. Everything was going great until I tested it on my iPhone... now I've abandoned even trying to make a platformer until GS development runs a bit smoother. On my mac i was getting the full 60fps, but then on my phone I was getting 10fps. I tried everything to fix it but just couldn't improve it. If the iPhone can handle all of the 3D titles that it runs, I'm sure with some more updates that GS will handle itself alot better. Here's an example of what I made (I improved the engine and everything alot since then) - http://gamesalad.com/game/play/77279
  • RiffelRiffel Member Posts: 1,272
    Tigerfish has platforms and run close 60 fps.
  • PhoticsPhotics Member Posts: 4,172
    hotwire said:
    Wow, just downloaded and played it. Yikes. If that's the best example then I don't think this engine is for me. :(. Rather not have to learn real scripting but Unity/TGB/etc is probably the way to go.

    I haven't played the game, but what's wrong with it?
  • HotwireHotwire Member Posts: 24
    Photics said:
    I haven't played the game, but what's wrong with it?

    Not to be too negative, but it's very simplistic and there are some general issues:
    collision detection
    no control over jump height
    Shooting enemies offscreen
    Bad controls that lockup midjump occasionally
    Also there are too many blind jumps but that's more of a design issue

    I think it's awesome that he/she got a finished game out, but either it needs to use gamesalad better or the engine just isn't there yet for this genre.
  • LAdrianLAdrian Member Posts: 237
    You know the saying, it's not the tool, it's the artist ;)
    Most of the time I find that half-true, you definitely can make better games (or at least faster) with better tools but if you don't have the know how not even the most advanced software can create a great game. And definitely think that GS is more than fit to make a professional looking 2d games, platformer included if you have good artwork and a good enough idea.
    I'm not making that kind of game but it is kind of related (2d surviver game) and I'm quite happy with GS. I also tried (and bought) Torque 2d but It's crap performance wise compared with GS.

    I don't want to sound like a prick but I see here a lot of really crappy looking games, and also there's one dude that has a thread open where he's just pathetic, complaining that he's an artist but he can't make good artwork on a computer. That's just complete bullshit, nobody was born with skills, we all learned how to work with graphic software. Especially in this days when there are TONS of free and great tutorials about how to use different tools, it only takes a couple of weeks to get started with PS or Gimp or whatever. And then you just need some good taste that can be learned as well from tutorials about colour usage, depth illusion, optics, etc. Everything can be learned so instead of making a crappy game in one month without any graphic skills use that month to learn some basics about good design.

    Just my 2 cents :)
  • PhoticsPhotics Member Posts: 4,172
    hotwire said:
    I think it's awesome that he/she got a finished game out, but either it needs to use gamesalad better or the engine just isn't there yet for this genre.

    From what you're describing, I think it's a little of both. GameSalad is a free download. Did you try using it for yourself?
  • butterbeanbutterbean Member Posts: 4,315
    I'm working on a platformer for the iPad... it's near complete. I hardly have any spawning of any kind, and mostly the actors are placed on the screen.

    I think it's the most polished platformer to date, but then again, don't want to toot my own horn. It's been a LONG road making this game :)
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    A platformer works fine with gs

    I had spent a long time on one starting with joe's demos.

    I abandoned it with gs but only because I ended up wanting it 2.5d

    Ieverything works

    Jumping through platforms animations and all

    Gs works great I thnk
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    The designer is really the limit other than 3d

    You have to optimize the he'll out of your project.
    But if you have ever finished an app with another engine you have less problems to consume time with GS

    Spending a few days optimizing seems pretty small
    After I made my first non gs game

    Actually I shouldn't say problems

    Just time and patients
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    @bb GS and iPad work so well
    I bet your platformer runs great
  • design219design219 Member Posts: 2,273
    Alright, a stupid question here, but what defines a "platformer"?

    Does that mean a game where a character jumps from platform to platform? Like Doodle Jump?

    _________________________________

    HAPPY NOSE JOB!: Nesen Probe is on the App Store. If anyone want's to try it out, codes are still available near the end of this thread: http://gamesalad.com/forums/topic.php?id=8097
  • butterbeanbutterbean Member Posts: 4,315
    Thanks James! Still have a ways to go, but almost to the finish line with this app!

    @Design: Usually platformer is a Mario Bros. Style game.

    Doodle Jump would be considered more of an "action" title or something of that sort, but I wouldn't categorize it as a platformer
  • RattleheadRattlehead Member Posts: 485
    butterbean said:
    I'm working on a platformer for the iPad... it's near complete. I hardly have any spawning of any kind, and mostly the actors are placed on the screen.

    oooooh! A platformer! Can't wait since we haven't really seen any from the GS community. I might even have to use this as an excuse to buy an iPad! :)
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    design219 said:
    Alright, a stupid question here, but what defines a "platformer"?

    http://en.wikipedia.org/wiki/Platform_game
  • RiffelRiffel Member Posts: 1,272
    is SNES Donkey Kong Country a platformer game?
  • butterbeanbutterbean Member Posts: 4,315
    Yes, Donkey Kong Country is a platformer :)

    Thanks Rattlehead! Trying to finish it by the end of September.... :)
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    the single general qualification is (and can be 2d or 3d)

    Does it have platforms you jump on that would not exist in the real world

    for example... Look dude a floating mountain... lets go jump on it!
  • RiffelRiffel Member Posts: 1,272
    butterbean said:
    Yes, Donkey Kong Country is a platformer :)

    and the underwaters levels? what they are? Tigerfish
    have some inspiration from that levels.
  • HotwireHotwire Member Posts: 24
    Photics said:
    From what you're describing, I think it's a little of both. GameSalad is a free download. Did you try using it for yourself?

    I agree, the user/creator is a huge factor. I downloaded it last week and started doign tutorials and experimenting. I dig the eay of use but I hadn't gotten far enough to determine really how good it was overall so I figured I'd ask you guys since you're way more experienced on it. I'll keep at the tutorials though. :)
  • ToastKittenToastKitten Member Posts: 360
    I'm going to come out with a platformer within the next couple of days.

    I think GS is great to make platformers. My game has gravity shifting, pass through platforms, and wall jumping.

    It runs at about 55 fps on my iphone 3G, but it has no artwork or sound. I'm considering just using the standard squares for the purpose of keeping the game smooth. It has a great physics engine, but there's really no point unless it runs smoothly. I don't want to make a game that's loaded with artwork just so it will sell. I want to make a fun game that people like regardless of how many downloads it gets. So when using GS, I guess it really depends on what your stance on game creation is: Money or Fun.

    Like James said, "you have to optimize the hell out of your project." BUT, I consider that a small price to pay for the all around ease of use and creation of GS games in general.
  • quantumsheepquantumsheep Member Posts: 8,188
    ToastKitten said:
    I'm going to come out with a platformer within the next couple of days.

    I think GS is great to make platformers. My game has gravity shifting, pass through platforms, and wall jumping.

    It runs at about 55 fps on my iphone 3G, but it has no artwork or sound. I'm considering just using the standard squares for the purpose of keeping the game smooth. It has a great physics engine, but there's really no point unless it runs smoothly. I don't want to make a game that's loaded with artwork just so it will sell. I want to make a fun game that people like regardless of how many downloads it gets. So when using GS, I guess it really depends on what your stance on game creation is: Money or Fun.

    Like James said, "you have to optimize the hell out of your project." BUT, I consider that a small price to pay for the all around ease of use and creation of GS games in general.

    I love you :D

    Dr. Sam Beckett never returned home...
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    Web: https://quantumsheep.itch.io

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