Hello everyone!
fredstoyva
Member Posts: 5
My name is fredstoyva and I'm about to tell you a "cool story". I thought it would be appropriate to introduce myself to the gamesalad community, before I pepper you with questions...
Even though my profile now says I've been a member for one hour, I've actually been a member since last year. Me and my sister was making a top down view game, of a creek where fish would swim by and you could catch the good ones and avoid the bad ones... then we learned how much it would cost to publish the games (actually I think you couldn't publish to iPhone at that time, or maybe that update came around those days we were working on it...and I certainly don't think it was 99 dollars then, that must have come later...)
Anyway I've not used Gamesalad for a year or so, and the last days I've tried different "non-programmer" game engines, including visual novel ones like Ren'Py (well this is a programmer one, but programming here is easy...as long as you're making a visual novel imho) and Visual Novelty, to try and see if I could bend them a little toward the gameplay I wish for my art/adventure game project. Nobody really satisfied me. Adventure you say? Why not AGS then? Mmmmm.... There was just something about Gamesalad that drew me back. The ease of use, the frame editor, the rules and events...the fact that I can actually understand what I'm building and what is going on... (well, with the variables piling up, it gets confusing... Why won't Gamesalad sometimes understand that when actor receives event -> mouse button -> down and actor receives event -> mouse position -> inside the even should be triggered when the *actor* is clicked and not anywhere on the screen?? Maybe it has something to do with interfering variables. I'll have to experiment some more. Sometimes it works just to restart my mac.)
Despite some hairpulling, my last days of building with Gamesalad, creating prototypes of the gameplay I wish, has convinced me that even though Gamesalad lacks some functionality that I need for my game, I love it too much and I'm going to buy an express subscription, and hope that Gendai Games will add them in the future. (I'm not quite convinced about an adventure game on the iPad. I haven't touched one yet, granted, but I'm not sure if the *sound* experience of iPad games can be immersing. I suppose you could use headphones, or connect it to loudspeakers, but doesn't that defy the point of the iPads mobility? Other than that, I can certainly picture myself lying on the sofa with a good adventure.)
I'm hoping that I can publish my tests on the web for feedback, and if I make them sufficiently self-contained, I will try to get them published in the Appstore
Thanks to anyone who managed to get through my ramblings
Hoping to become a member of the gamesalad community,
fredstoyva
Even though my profile now says I've been a member for one hour, I've actually been a member since last year. Me and my sister was making a top down view game, of a creek where fish would swim by and you could catch the good ones and avoid the bad ones... then we learned how much it would cost to publish the games (actually I think you couldn't publish to iPhone at that time, or maybe that update came around those days we were working on it...and I certainly don't think it was 99 dollars then, that must have come later...)
Anyway I've not used Gamesalad for a year or so, and the last days I've tried different "non-programmer" game engines, including visual novel ones like Ren'Py (well this is a programmer one, but programming here is easy...as long as you're making a visual novel imho) and Visual Novelty, to try and see if I could bend them a little toward the gameplay I wish for my art/adventure game project. Nobody really satisfied me. Adventure you say? Why not AGS then? Mmmmm.... There was just something about Gamesalad that drew me back. The ease of use, the frame editor, the rules and events...the fact that I can actually understand what I'm building and what is going on... (well, with the variables piling up, it gets confusing... Why won't Gamesalad sometimes understand that when actor receives event -> mouse button -> down and actor receives event -> mouse position -> inside the even should be triggered when the *actor* is clicked and not anywhere on the screen?? Maybe it has something to do with interfering variables. I'll have to experiment some more. Sometimes it works just to restart my mac.)
Despite some hairpulling, my last days of building with Gamesalad, creating prototypes of the gameplay I wish, has convinced me that even though Gamesalad lacks some functionality that I need for my game, I love it too much and I'm going to buy an express subscription, and hope that Gendai Games will add them in the future. (I'm not quite convinced about an adventure game on the iPad. I haven't touched one yet, granted, but I'm not sure if the *sound* experience of iPad games can be immersing. I suppose you could use headphones, or connect it to loudspeakers, but doesn't that defy the point of the iPads mobility? Other than that, I can certainly picture myself lying on the sofa with a good adventure.)
I'm hoping that I can publish my tests on the web for feedback, and if I make them sufficiently self-contained, I will try to get them published in the Appstore
Thanks to anyone who managed to get through my ramblings
Hoping to become a member of the gamesalad community,
fredstoyva
Comments
Two things:
1. Instead of mouse click within an actor, just use 'touch'
2. Check out FMG's 'Grisly Manor'. It's an adventure game made with GS, and you can check it out here: http://gamesalad.com/game/play/82485
Looking forward to seeing what you make! $99 is a steal to be able to publish games to iPhone
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
If the game you make is half as exciting as your opera...you will have a hit!
"Sound" is super on iPad...at least to me, and I listen to a lot of music on it!
MH
Special thanks to you MotherHoose! Will try that. I actually tried Grisly Manor late yesterday! Love it so far. I noticed you couldn't click to abort dialogue. I've used timers for determining how long each line stay on the screen, but I couldn't figure out how to "abort" timers. Now that I think of it, it wouldn't be too difficult to register that the player has clicked since the line was displayed, and if so, just abort before the next line is displayed... I should include a graphic to indicate that the dialogue will be aborted.