Awesome!!

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Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Not that I've seen. But the versions we test are not final build. The version I got two days ago had Mac Store Publishing in it. The one a few days before that did not.

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • RattleheadRattlehead Member Posts: 485
    quantumsheep said:
    I don't know, Chunky. The new Pause feature is pretty spiffy - I'm very happy with it and it'll open up new possibilities.

    Instead of a game about nothing QS will create the first game where you do nothing but hit the pause button repeatedly for points.
  • ChunkypixelsChunkypixels Member Posts: 1,114
    quantumsheep said:
    Not that I've seen. But the versions we test are not final build. The version I got two days ago had Mac Store Publishing in it. The one a few days before that did not.

    QS

    Arrays?... am I grasping at straws here?

    I know some people have been getting excited about MacStore publishing...but to be honest, I dont think it should have been a top priority, as its now going to mean that the dev team have another branch to support and fix bugs for... and its obvious theyre already spread too thinly as it is. Priority should have been to improve and fix the software properly for the devices it currently works on, and to add those long missing features, before branching out further.

    The next few months will probably now be taken up with fixing/tweaking issues that arise from the MacStore publishing, and the long running issues and missing features will just remain missing....
  • quantumsheepquantumsheep Member Posts: 8,188
    Rattlehead said:
    Instead of a game about nothing QS will create the first game where you do nothing but hit the pause button repeatedly for points.

    You know, I seriously considered making a 'pause' mini-game, where every time you paused the game it would give you three possible reasons you may have pressed the 'pause' button. Then at the end of the game it would analyse your personality thanks to the answers you gave while paused :D

    @Chunky - it doesn't have arrays yet. If this is the final straw for you, then good luck on your future endeavours...

    QS
    EDIT - that sounded harsher than it needed to - sorry - I meant 'good luck if you feel the need to go on, which would be a shame.' - cheers!

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • quantumsheepquantumsheep Member Posts: 8,188
    Chunkypixels said:
    Arrays?... am I grasping at straws here?

    I know some people have been getting excited about MacStore publishing...but to be honest, I dont think it should have been a top priority, as its now going to mean that the dev team have another branch to support and fix bugs for... and its obvious theyre already spread too thinly as it is. Priority should have been to improve and fix the software properly for the devices it currently works on, and to add those long missing features, before branching out further.

    I really have to agree with you there. While I'll probably be getting a Mac App store licence, and it's great to be able to port a game to the Mac, I honestly think the time would have been better spent giving us other stuff.

    Yet there are others on here yelling for in-app purchases, Mac store publishing, android publishing etc etc - My mantra has always been "Help us be competitive - then publish to whatever you bloody want with my blessing!" :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    It will be a shame to see you go Orbz, I wish you all the best and i really do hope you drop in from time to time and show us what you have been working on.

    As for GameSalad, another top dev falling by the wayside! Tut Tut! Im surprised by the lack of features being added, like QS said, it used to be once a month! If you're just concentrating on all the stuff under the hood, then you need to communicate and tell people that, as in all honestly, it looks like you havent done a lot for a long time! Im sure that isnt the case as you've worked on your engine etc, but to a lot of people that means nothing! You need to chuck in a few things here and there and a new feature a month was a nice rate, it gave us something to keep excited with and something to continuosly look forward to as your program got better and better! To be honest now, i dont get excited by your updates! Sure it will be worth dabbling in trying to publish for the Mac appstore, but we could already publish for Mac so im guessing there wasnt a whole load of stuff to get that working! Im guessing it wouldnt take you a huge amount to get twitter and facebook built-in either! You're reluctance to add-in what your community and customers are asking for is baffling!

    One way of looking at the whole, we're free to build and publish ... Great for new people to come and try but also easy for people to leave you and jump ship as there's no commitment. If i had discovered GameSalad now, never had to pay a penny, i'd be thinking about learning something else that can offer me what i want! I love GameSalad, i really do, it has limitations, i understand that and try to work to its strengths, but you're losing the feel good factor, that buzz everyone had coming to the end of the week, at the end of that month, we knew there was gonna be an update and it had something new for us to play with! Thats what kept this place buzzing but you're beginning to starve us GameSalad and us as a community, we need feeding!
  • massalimassali Member Posts: 57
    Very well-written, beefy_clyro!
  • ORBZORBZ Member Posts: 1,304
    Ok, apparently I started quite a mess here.

    Let me reiterate what I'm saying:

    I love GS, it's awesome.

    The bugs piss me off.

    I went to unity because of the bugs.

    Unity was daunting at first but now that I have a better understanding of it I love it too.

    I will continue to use GS to rapid prototype.

    GS needs mathematical vectors as a native datatype so we can quit with the vectorToAngle junk.

    @LordTarantor, I have no idea what u r talking about.

    I plan on releasing my GS game that I started but couldn't finish in GS due to GS nightmare and also releasing my Unity version at the same time so you guys can compare them.

    Above all the intention of my original post was to motivate the GS debs to work on bugs and make the core engine solid. That's why they lost me. Because the engine is buggy and the IDE requires constant restarts.
  • massalimassali Member Posts: 57
    ORBZ said:
    @massali

    I know how to code, but it's not really that much code needed. A lot of it is Drag and Drop. A lot of scripts are pre-built for you and you just drop them onto the objects you want to apply the behavior on. I know NOTHING about 3D math or 3D modeling.

    Sweet! I might try Unity then. Thanks for the tip.
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