What are the strings attached?

HunnenkoenigHunnenkoenig Member Posts: 1,173
edited November -1 in Working with GS (Mac)
Hello!

I just found this site and I am really interested. Although I have no 2000 dollars for a pro version...

I would buy the 99 dollar version, but I want to ask:

What does it mean that I have no custom splash screen in it? Does it mean, it will be published under the name of GameSalad?

What does it mean no ingame link forwarding? Can't I link to my own website in the menu?

Why these two things are worth 1900 dollars? (I assume, I don't need direct support if others can live without it for 99 dollras too)

Comments

  • micahmicah Member Posts: 85
    Both the custom splash screen and the links are useful to promote your own company, so if you're making lots of money off of GameSalad games you might want them.

    The splash screen doesn't mean it's published under the name of GS, it just means GS gets to advertise for itself when people open your app. And yeah, you can't link to your own website, or to other games you have in the App Store. So without spending the $2000 you can't really cross promote your games.

    Neither are necessary to have a good successful game, but they're nice to have.
  • StarhunterStarhunter Member Posts: 6
    You should purchase the $99 package, and if you make a highly successful game you can then use some of the profits to purchase the $1999 package.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Remember that GS is in Beta. I'm sure that when the alpha is released there will be more features in both the $99 and the $1999 versions. Right now the only difference is the ability to have a link and while the app is loading the $99 version has the GS logo the pro has an image of your choice. For both versions it is listed on the app store under your name not GS.
  • BeyondtheTechBeyondtheTech Member Posts: 809
    I believe you can get the Express, then pay the difference to upgrade when the time is right. I'd like in-game linking, but I can't afford the additional $1900 either. However, when some of my GS titles start making money and GS gets updated with some more worthwhile Pro features, I'll definitely jump on it.
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Thank you for all the replies.

    Beside the splash screen and the linking thing, how happy are you with the system?
    Are there any restrictions?

    I want to make a wall breaker game in the first round. Is it possible?
    Can I use physics in it? I mean, if I have a physics engine, can I implement it?
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    I've been very happy with the system, and the two games I've made have been featured by Apple (Z is for Zombie and V is for Vortex).

    There is a physics sytem, i think it uses the Box2D? Something like that. A wall breaker type game should be pretty simple to make, once you get the physics options how you want them. I took me a little while to get all my objects density, friction and restituion ideal for my project.

    I suggest you check out the games section above to see what people have made, and download the GameSalad creator, you can create your game for free, you only have to pay when you want to test on an iphone or publish to the app store
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    This program is amazing!
  • rebumprebump Member Posts: 1,058
    What scitunes said just now!
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Thank you guys!
    I will try it.

    My problem is that my programmer just disappeared and I have all the assets, like graphics, sound, music etc., but no game and I can't find a new programmer not even for money, because who can make an iphone game, makes it for himself. Everybody wants the big money, nobody wants to work for loan anymore :-P

    What is it with the 10MB restriction? I don't get it. I can't make bigger games with it? That is not good for me...
  • rebumprebump Member Posts: 1,058
    You can make bigger games. The 10MB restrictions is for games that are easily downloadable (i.e. purchasable) directly from the phone while not using a WIFI connection (i.e. using the mobile carrier network). By keeping it under 10MB, you ensure easy purchase on the go as opposed to them having to remember to download it later when they are synced up to their PC (and thus lose a sale if they forget).
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Yes, I know that, but I have read something on gamesalad homepage about some 10MB restriction, that it must be only 10MB otherwise it can't be used on gamesalad or something like that... that's why I said, I don't get it. It was somehow confusing.

    It appeared to me as I could distribute the game through game salad only if it is not bigger than 10MB, because they want it on their website too or so...

    I know, I can sell it on appstore, but I thought, maybe it has something to do with pushing it through to them or so....
  • BeyondtheTechBeyondtheTech Member Posts: 809
    I believe you're referring to the Release Notes of Beta Version 0.6.1 as shown on http://gamesalad.com/wiki/whats_new:gamesalad_0.6.1

    `iPhone games are no longer strictly limited to 10MB. (We still recommend keeping games below 10MB when possible, as smaller games are available to more users.)`

    As rebump stated, it's best to keep it under 10MB so that way iPhone users on an EDGE/3G connection can instantly purchase and download your app, instead of having to wait for a Wi-Fi hotspot or going home to their iTunes setup and getting it there. In that scenario, users may forget or reconsider getting your app, and like he said, equates to a lost sale.

    So, to clarify, as of Version 0.6.1, you can build a GameSalad app as large as you want (or at least no longer limited to 10MB), but just remember the downsides of doing so, when it comes to users trying to purchase or download your game.
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    It is clear now. Thanks!

    Last questions:

    1. All tutorials are made in landscape mode. Can I make a game in normal mode too? My game should be displayed, how you hold the phone in normal state. Home button on the bottom side.

    2. Can I make a game with touch controls? I mean, can I make a game, where I can draw a line with my finger or control a character with my finger?

    3. Can I make a game using accelerometer?

    That's all :-)

    Thank for all your kind help!
  • BeyondtheTechBeyondtheTech Member Posts: 809
    1. As of 0.7.0, the editor does not support portrait mode natively. I am currently developing two titles, both in portrait mode, by simply rotating the images 270 degrees (so the Home button is still at the bottom). Current games in landscape mode have the speaker and Home button on the left side when you're facing the iPhone.

    2. and 3. You have full access to the 5-point multitouch and 3-point accelerometer features of the iPhone/iPod touch. You will obviously have to test these on a device, which will require a paid membership in order publish to a device. The rules to set up are quite simple, and you can download the tutorials and all the demoed web games to see how they do it, and search on the forums for others who posted their tips and tricks (see the magnifying glass on the upper-right corner of the website). I found code to implement a shake method for my game, and it works just as described. Too easy!

    Welcome and have fun, and post often on the boards, there are many here willing and able to help.
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Ah ok.

    So I have to do nothing else, than implement my game vertically so to speak.

    So if I vant a ball falling down from the top to the bottom in portrait mode, then I have to let it "fall" from right to left.

    Thanks!
  • rebumprebump Member Posts: 1,058
    Yeah, but if I recall correctly, in the current version (0.7.0) if you plan on implementing a "home brew" portrait application, the gravity setting will not be useable since it is currently configured for landscape only.

    Anyone feel free to correct me if I am wrong.
  • BeyondtheTechBeyondtheTech Member Posts: 809
    Up to current version 0.7.0, that is correct, rebump. You can use linear velocity X if that will help, but gravity will pull everything to the right in a portrait setting. Trippy.
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Outch...

    We will then see, if it is usable for my planned game. I am afraid, I have to wait for an update with portrait mode...
  • quantumsheepquantumsheep Member Posts: 8,188
    Come on in! The water's lovely! :)

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

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    To create gravity in portrait just put an acceleration behavior in anything you want to fall.
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