Fantastic to finally see a full road map of development of the toolset. There are some great things coming soon so it's an exciting time for GameSalad users
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Oaklandasfan said: are leaderboards pro only (please say no, please say no)
I got the impression basically all the new "good stuff will be pro at least to start off. So you will just have to wait and see.
Fantastic news. Makes it a reason for us to promote GS every chance we get. Every thing we could want is there. Layer functions (move an actor from one layer to another), joints (cooool!), splash screen options (as in video?), polygon collision (if only we could "draw" the polygon ourselves, say, with a certain limit of vertices, that would be awesome! Or, they give us a good size set of unusual shapes), iOS device functions (as in cam, GPS, compass, mic, etc, etc, why not we already us the accelerometer! Would be very cool).
Only thing I would ask for now is that GameSalad make the default iPhone resolution and coordinate grid at 960 by 640 on the GameSalad Creator since iPhone 5 is around the corner. GS can down res everything on their server and still keep the high resolution graphics optional. No more resolution independence trepidation and confusion!
Wanted to weigh in on the aspirations and ideas in the roadmap about GameSalad cookbook. I have appreciated Tshirt Booth's videos, but I continue to maintain that in order to really learn GS we have to get past the passive information dumps, mindless walkthroughs and boring feature run throughs. I love the idea of learning from one another.
If there is one big idea that I can share from my experience in creating learning solutions its that GS needs to help GS learners understand 'why'. In other words, why do I need to apply this behavior. Why is this attribute important.. Once we understand why, then the ideal Cookbook solution should challenge us to solve controlled problems on our own. I say controlled because a new learner needs to know that they can turn to the back of the book for the answer just in case they have tried everything they can think of to solve the challenge.
If the Cookbook solution does this, then it will be empowering new GS users to build on their own. And, in turn -helping the next batch of noobs understand the why's and wherefores for themselves.
There is a lot to be excited about in the roadmap. Lets hope that the Cookbook is effective at helping people know how to work with all of that new power + everything that was there previously.
My whales and I are very pleased to read about the actor enhancements! (flipping, joints, etc.)
My own wish is still for "video out" support on iPad 1 ( do they have video out cables on iPhone? / Pod?)
Masalla sounds delicious! (Though for actual food, I prefer the Tandoori!) Perhaps it's the secret Bollywood module that makes all the actors suddenly begin to sing and dance?
If there is one big idea that I can share from my experience in creating learning solutions its that GS needs to help GS learners understand 'why'. In other words, why do I need to apply this behavior. Why is this attribute important.. Once we understand why, then the ideal Cookbook solution should challenge us to solve controlled problems on our own.
...
Good observation and I agree. For the most part, when I started I just looked at the current templates and examples and picked them apart. After a few hours clicking deleting and being frustrated I started to get the hang of it. The videos were and are still very helpful and I continue to learn.
It's a different way of making games as I am use to actually writing code but I think it's helpful to know both.
One thing I wasn't quite thrilled about concerning the road map was that scene transitions were pretty low on the list. I don't know if that's because it is a big project, or there's just not much demand for it, but it is one of those things that I think makes a game look really polished. I add in scene transitions for all of my apps because I think it looks better than no transition at all, and it creates a nice effect. Obviously the GameSalad dev team has bigger fish to fry, but I would personally love to see scene transitions sooner than later.
osucowboy18 said: One thing I wasn't quite thrilled about concerning the road map was that scene transitions were pretty low on the list. I don't know if that's because it is a big project, or there's just not much demand for it, but it is one of those things that I think makes a game look really polished. I add in scene transitions for all of my apps because I think it looks better than no transition at all, and it creates a nice effect. Obviously the GameSalad dev team has bigger fish to fry, but I would personally love to see scene transitions sooner than later.
Thanks for the info sparky! I do have one question for you about your template. In your YouTube video demonstration, it only showed the out transitions. Does the template also include the in transitions? If so, I will seriously consider buying this. It's got some excellent effects. Thanks again.
in the template I have them set to trigger and then change the scene to a new one.
For an "in" transition, you just do the exact opposite of what the out transition does, simple as that. Set up the camera and/or faders to be however you want them when the scene starts (so for example the opposite of a fade to black out, would be a fade FROM black to nothing), and trigger them to do the opposite of what they do on the way "out" (so for example, fade the fader object FROM black, alpha=1, to alpha=0, rather then fading from alpha=0 to black...alpha=1 as it does on the way out).
A lot of the funkier looking ones are achieved by moving actors into the scene, and then changing scene. So the opposite of that is...change to the scene, and move the actor(s) out of the scene.
Seemed pretty pointless clogging up the project with 2 versions of each transition, when it's so easy to do.
- Pro. Ok, you guys canceled my regular membership early and left things in a state of flux. What will the pricing be for pro? I hope not as high as before. Will we get levels of pro? Although I don't yet use the "C" software, I like their pricing.
- Sprites, Does this mean than now we can have pixel on pixel collision? So that if my hero punches someone in the face the actors respond properly? Or will we be stuck with the same one shape to rule them all circle or square?
- Text input from ios kb, I hope that you will offer a simple way to place a keyboard overlay on screen with fully functioning keys. Also since you probably won't be sporting arrays as of yet, maybe add in support to read from a text file. Great idea that has been in my head for over a year, but i don't have the knowledge to code it or the funds to pay someone to.
I edited this post. I forgot to add this:
- On he UX side of things. How about making it a bit like Xcode 4. Instead of having the user leave the creator view to edit an actor, why not make that a subview on the side or bottom of the main view. So much time is spent going in and out of views to edit an actor or add behaviors that it slows down the program. That is where the memory leaks show up most. If I spend four hours in Gs working and don't leave the main view too often, I never get a crash. But if I do...Thank heavens for Time Machine.
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Only thing I would ask for now is that GameSalad make the default iPhone resolution and coordinate grid at 960 by 640 on the GameSalad Creator since iPhone 5 is around the corner. GS can down res everything on their server and still keep the high resolution graphics optional. No more resolution independence trepidation and confusion!
If there is one big idea that I can share from my experience in creating learning solutions its that GS needs to help GS learners understand 'why'. In other words, why do I need to apply this behavior. Why is this attribute important.. Once we understand why, then the ideal Cookbook solution should challenge us to solve controlled problems on our own. I say controlled because a new learner needs to know that they can turn to the back of the book for the answer just in case they have tried everything they can think of to solve the challenge.
If the Cookbook solution does this, then it will be empowering new GS users to build on their own. And, in turn -helping the next batch of noobs understand the why's and wherefores for themselves.
There is a lot to be excited about in the roadmap. Lets hope that the Cookbook is effective at helping people know how to work with all of that new power + everything that was there previously.
My own wish is still for "video out" support on iPad 1 ( do they have video out cables on iPhone? / Pod?)
Masalla sounds delicious! (Though for actual food, I prefer the Tandoori!)
Perhaps it's the secret Bollywood module that makes all the actors suddenly begin to sing and dance?
I'm really excited, will be great to work with all of these features!
Ace
It's a different way of making games as I am use to actually writing code but I think it's helpful to know both.
I would love to see your website updated to showcase some more recent games made by the GS community.
Thanks again for update! much appreciated!
cheers
you can do sooooo much with them, and i miss them sooooo in GS right now..
but i guess every one of us has it's own list of features he would like to see implemented sooner
- Alex
http://gamesalad.com/forums/topic.php?id=18498
- Alex
For an "in" transition, you just do the exact opposite of what the out transition does, simple as that.
Set up the camera and/or faders to be however you want them when the scene starts (so for example the opposite of a fade to black out, would be a fade FROM black to nothing), and trigger them to do the opposite of what they do on the way "out" (so for example, fade the fader object FROM black, alpha=1, to alpha=0, rather then fading from alpha=0 to black...alpha=1 as it does on the way out).
A lot of the funkier looking ones are achieved by moving actors into the scene, and then changing scene. So the opposite of that is...change to the scene, and move the actor(s) out of the scene.
Seemed pretty pointless clogging up the project with 2 versions of each transition, when it's so easy to do.
Sparks.
- Pro. Ok, you guys canceled my regular membership early and left things in a state of flux. What will the pricing be for pro? I hope not as high as before. Will we get levels of pro? Although I don't yet use the "C" software, I like their pricing.
- Sprites, Does this mean than now we can have pixel on pixel collision? So that if my hero punches someone in the face the actors respond properly? Or will we be stuck with the same one shape to rule them all circle or square?
- Text input from ios kb, I hope that you will offer a simple way to place a keyboard overlay on screen with fully functioning keys. Also since you probably won't be sporting arrays as of yet, maybe add in support to read from a text file. Great idea that has been in my head for over a year, but i don't have the knowledge to code it or the funds to pay someone to.
I edited this post. I forgot to add this:
- On he UX side of things. How about making it a bit like Xcode 4. Instead of having the user leave the creator view to edit an actor, why not make that a subview on the side or bottom of the main view. So much time is spent going in and out of views to edit an actor or add behaviors that it slows down the program. That is where the memory leaks show up most. If I spend four hours in Gs working and don't leave the main view too often, I never get a crash. But if I do...Thank heavens for Time Machine.
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
- Alex