new game salad?
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ok, so i keep being told my games are to vast and too big gamesalad cant handle it. ive been told this by a lot of people and i know tshirt knows what im talking about. and i just got news that game salad has no intention of re-writing or updating the code so it has better load times or can handle more memory or any such thing. is this true?
i hear that it wont make them any more money because people who dont wanna code will still use game salad despite its terrible memory limitations.
if this is true how disappointed i am
i hear that it wont make them any more money because people who dont wanna code will still use game salad despite its terrible memory limitations.
if this is true how disappointed i am
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Comments
One of the people at GameSalad posted on this forum about the image loading trick. I was advised not to use the trick, as then I wouldn't be able to take advantage of image loading improvements in the future. I still use the trick, as it's not hard to switch back to the normal way of loading images. The point is that it clearly suggests that optimizations are coming.
GameSalad recently received 6.1 million dollars.
I think their investors should demand improvements — I would!
GS can only get better - and it is getting better each time. All down to priorities and time, I guess; but they'll get there...
So relax a bit, I say; go with the flow! :-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
so here's my fingers crossed
Matt
@Starcat
I understand your concerns, but in the interest of balance I will say this:
There are plenty of people making games with GameSalad, uploading to Apple, and getting games into players' grubby paws.
I will keep saying it: It is not the SDK, it is the person behind it.
Now, I'm not blind. I would certainly appreciate more features, and tighter memory management, faster loading times etc etc
But this does not physically stop me, and others, making games. Some of which are pretty darn good.
If you discount the pro features, then we all use the same set of behaviours. All of us.
I understand people needing something to take their frustrations out on. But this constant whining (I'm not talking about you starcat) about the limitations of GS is BS.
It works. People use it. People have been successful with it.
The rest is down to your own ability and luck.
Cheers,
QS
EDIT - as to the memory issues specifically, I and other sous chefs are badgering the GS team all the time about this. And we'll do it till they're sick of us and just make the adjustments to shut us up
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
so i thought i'd inquire
iPhone: No.
iPad: Possibly, most likely not
Mac: Most likely
Matt
But if NextGen's the one giving you advice, I really wouldn't listen.
Just to fill you in - Air Supply 2 will be a game very similar to yours. With different game modes planned, a massive soundtrack, multiple unlocks/avatars/backgrounds/achievements/enemies/levels etc...
I'm not starting it till about December probably - but I do not forsee any problems. I could be wrong of course! But by then 3GS will probably be the base model offered by Apple, and that should run it fine.
There are creative ways around issues if you have the experience. Sure, loading between levels will take a few seconds, but there are ways of minimising that. 60 constraints just sounds ridiculous, for example.
If you're determined to do this as your first game, then yes, you may run into problems. If you release, or just plain finish another simpler type of game, your 'mega' game will benefit greatly from it.
Just some friendly advice
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
@starcat no offense but you might have hired the wrong person for the project
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
;D
I am hired as a "programming assistant" guys, relax. I already have planned MUCH to improve memory management and loading times which I have discussed with him. Not to worry. Either way, with anyone doing this project that we have planned; it will be rough.
O and maybe you should have actually look at all of qs games before saying something.
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""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Lemme go get the popcorn!
GameSalad definitely has it's strengths and weaknesses as does just about everything in life. The challenge is finding ways to make what you want work, on the platform you're working with. This goes for anything, If I'm drawing a picture and want to color it, it's going to be two different methods depending on whether I use Photoshop or Illustrator.
There's a ton of tutorials, videos and of course this excellent forum to ask questions.
There's still a lot i can't do without having a good old think or trial and error and I'm far from an expert with GS but the satisfaction you get from cracking it is well worth the effort.
Guess what I'm saying is have a bloody good go at it yourself before hiring someone and when your up and running you will find ways of working round certain GS constraints.
I have always said....play to the strengths of the engine and design your games around this. If you physically can't do what you want to do in GS move on to another engine or design another game.
Darren.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps