I tend not to follow the crowed here, but the GS engine is good. I would work out the issues myself and as a last resort hire someone (never have prolly never will).
Maybe this will help, each game i work on I have a note book, I write everything in these books, what works was does not, problems ect. Then I work the problem out on paper till I have the answer that will work in GS.
The guys are great here for help and almost always help, My game Martian Rescue started 65 constrains and I was able to cut it down to 30 still running good. My point is there is many different solution's to problems.
I would recommend make your game dial it back some, and leave room for upgrades and improvements as the engine improves.
And never forget
You can Never Solve a Problem on the Level on Witch it was Created A.E.
My opinion is that if your game doesn't require things like IAP's, camera, and gamecenter achievements (you can make in-game ones too) then it can be made in GS. There may be a lot of attributes but I think it will still work fine.
Also I hope you are not paying NextGen (I have nothing against NextGen, but I am against spending money when you don't need to). You haven't even started the project. I would have started the project and if you reach a point where the project has gotten beyond your knowledge of GS then ask for help on the forums. Then if that fails then only should you hire someone and burn cash you should be spending on graphics or audio.
Also I think you should be starting with an easier project like a basic runner or something else. Once you learn the ropes. Then start doing more complicated and experimental things.
Just my 2 cents. If you go on with this project all I have to say is good luck.
UtopianGames said: I honestly don't think there's a need to hire anyone to do coding in GS....I have a large client base of customers but i always tell them it's better and more importantly cheaper to learn the engine yourself.
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.
that si because GS is a easy engine, and you can learn it easily
I reckon GS is revolutionary, forget about 'Application.WriteLine' 'Public Class class' 'int n = '52' and 'string someString = "coding..."' you can say 'Display text' 'Attribute Integer = 52' and 'Attribute text 'gamesalad'' it's amazing, I was going to learn corona but there was no good documentation on LUA and I had no idea where to start, Gamesalad is great way to introduce anybody into programming with insanely easy to use drag and drop interface, I'm learning c# programming language and I already know how to use a lot of stuff in it because of integer attributes, real attributes etc... That I learnt using Gamesalad. Gamesalad has it's limitations like other SDK's but Gamesalad has got stuff that most other SDK's don't have, we don't speak code and the community is absolutely great because we speak English and are extremely friendly it's amazing really, all the other SDK's you have to worry about whether your application is going to work the way it's should or if you've written 'integer' correctly, we don't have to worry about that, we just have to make sure it looks good. And I've lost track of this rant so I'm going to stop here.
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!
what tricks are u talking about? could u enlighten me on how to kill that dam loading wheel!
I think gamesalad has it limits but agree you can do a lot with working around stuff and thinking over how to do things. When I prototyped penny shoel the first time it really sucked. I have 30 actors doing a lot of stuff at the same time. With help of this forum and my own ideas I made it work good. As long as you play the game the way it was meant to it works great. I reduced start up times in level1 from about 11 seconds to a 3 and in the next to levels it is even faster. So gamesalad works great if you know it's restrictions and are smart enough to work with these restrictions.
And if I am a friend of John he can call me ass? Strange guys you are
Sure, you can't do 3D. Sure, there are no joints. Sure, there are no Tables and Arrays. Sure, there's no snap-to-grid. But you know what? Over 1000 people have published games with GS. And you know what? At least 2000 of them are damn good, able to stand up to Unity or Unreal Engine. You know why? They were willing, smart, resourceful, and WILLING TO ASK FOR HELP! Sure, they may not recieve the same amount of attention as Angry Birds. Sure, they may not be as graphically advanced as Inifinity Blade. But they're still good-and with all of GS limitations. So if you don't like it, leave. Don't make a big hoopla about it.
I know it's been said already, but 60 constraints is overkill. I seriously bet that anyone with even half decent skill in GS could AT LEAST half that.
Air Supply is just a simple runner, right... Oh, and Beethoven could only play chopsticks on the piano.
I can't believe I've been away missing all these arguments...
This is a quote from the great philosopher, René Descartes and sums it up perfectly:
"At the end of the day, the people who bitch about GameSalad's limitations and memory problems are huge, clueless mongs... Oh, I think therefor I am and all that as well."
mynameisace said: I know it's been said already, but 60 constraints is overkill. I seriously bet that anyone with even half decent skill in GS could AT LEAST half that.
I have a game with a custom score counter that goes to 60 digits. Can you please help me not need 60 contraints? haha j/k
Note to GS: Please add importing of custom fonts into GS. Thank you.
Comments
Maybe this will help, each game i work on I have a note book, I write everything in these books, what works was does not, problems ect. Then I work the problem out on paper till I have the answer that will work in GS.
The guys are great here for help and almost always help, My game Martian Rescue started 65 constrains and I was able to cut it down to 30 still running good. My point is there is many different solution's to problems.
I would recommend make your game dial it back some, and leave room for upgrades and improvements as the engine improves.
And never forget
You can Never Solve a Problem on the Level on Witch it was Created A.E.
Krogothic
Also I hope you are not paying NextGen (I have nothing against NextGen, but I am against spending money when you don't need to). You haven't even started the project. I would have started the project and if you reach a point where the project has gotten beyond your knowledge of GS then ask for help on the forums. Then if that fails then only should you hire someone and burn cash you should be spending on graphics or audio.
Also I think you should be starting with an easier project like a basic runner or something else. Once you learn the ropes. Then start doing more complicated and experimental things.
Just my 2 cents. If you go on with this project all I have to say is good luck.
have the images initially be white boxes. Just change attribute self.image to imagename.png
Matt
So gamesalad works great if you know it's restrictions and are smart enough to work with these restrictions.
And if I am a friend of John he can call me ass? Strange guys you are
Lump Apps and My Assets
But you know what? Over 1000 people have published games with GS. And you know what? At least 2000 of them are damn good, able to stand up to Unity or Unreal Engine. You know why? They were willing, smart, resourceful, and WILLING TO ASK FOR HELP! Sure, they may not recieve the same amount of attention as Angry Birds. Sure, they may not be as graphically advanced as Inifinity Blade. But they're still good-and with all of GS limitations. So if you don't like it, leave. Don't make a big hoopla about it.
Air Supply is just a simple runner, right... Oh, and Beethoven could only play chopsticks on the piano.
I can't believe I've been away missing all these arguments...
This is a quote from the great philosopher, René Descartes and sums it up perfectly:
"At the end of the day, the people who bitch about GameSalad's limitations and memory problems are huge, clueless mongs... Oh, I think therefor I am and all that as well."
Ace
http://en.wikipedia.org/wiki/René_Descartes
You found him
Note to GS: Please add importing of custom fonts into GS. Thank you.
- Jeff