1. Custom loading wheel 2. A default 'Newtonian Physics' engine so I don't have to flick through each actor and change its physics settings 3. Memory leak and crash fixes, my project has crashed 3 times today 4. IOS core functions 5. A bigger maximum image size (I want to be able to import images in bigger than 1024x1024 pixels) 6. A Manual
Thanks heaps GS team, you've made some of the coolest software on my computer
1. Custom loading wheel options 2. In-App purchase - for pro members only 3. Facebook integration 4. Transparent pixels on actors NON collidable 5. Grid system
Custom collision X,Y location information visible for an actor in the creator Layer functions (ability to move an actor from one layer to another using a rule) Joints! Curved paths (maybe custom collision can coincide with this) Photoshop like interface for creator Table/arrays or some type of database Remove loading wheel for Pause behavior, change old loading wheel to translucent and center in screen
1. In app purchases 2. Snap to grid and alignment of actors (and selection of multiple actors otherwise the aligment will not work 3. Arrays 4. Joints 5. More speed. Performance of GS could be better. I am not a lazy developer but I tend to stretch the engine with to much happening in my apps already. I noticed other GSers apps having lag too (when spawning actors etc)
1. Better scene editor - a. Snap to grid b. Some kind of way to easily place actors in the scene without having to drag them from the actor menu!!!!(Look at "Game Makers" system) 2. Joints 3. Tables and arrays 4. Better performance when spawning actors, changing/restarting scene etc.
First off - You guys are doing fantastic work. About my background I am very familiar with Unity, Appcelerator, and GameSalad. I am only 24 years old and I have over 45 applications in the app store now, and one of them has been in the top 5 of the medical category worldwide for the past year now. I am telling you this because I am joining your community as someone with a ton of experience. I seen the lows and the highs. I honestly believe that this engine has some unbelievable potential that no other engine has. Also even though I will number my hopes for this engine I value them quite equally to make this engine solid.
1. Reorganized scene editor (I don't think it is a bad editor at all, but I would LOVE to help redesign the interface and the organization of the editor because I feel like there is alot going on and It needs help. You guys made game developement extremely easy, but the interface is extremely confusing and needs work. I have many ideas for it of how it should be redesigned. Also Snapping to grid would be a great addition.)
2. Scene Transitions - (I plan on releasing 6 interactive childrens books in the next 2 months(with many more to follow) and I keep the pages and actors on separate scenes. I would love to have very solid transitions to the next or previous scene, and I dont mean silly transitions like dissolve... I would love to see a push transition where the next scene slides in from the right and pushes the current scene left. Also page flip effects would be nice but not necessary. Programmatically I am ok with a delay. So lets say you click next page/scene the game loads the next scene first into memory, then the transition occurs and removes the previous scene from view, then removes the previous scene from memory. Vice versa for backwards transitions.)
3. Tables and arrays ( I am a heavy programmer and I can't live without Arrays, I use gamesalad for the fantastic WYSIWYG interface, it only needs a couple more things like this to make it a really solid development tool...not just for games, but for books, or for educational applications like quizzes etc....)
4. Additional Collision options ( an interesting idea would be to make transparent pixels non colliders - the tool might need a alpha channel forgiveness setting in case a picture has 10% alpha in one area...if that makes any sense...like a drop shadow that you dont want to collide. Or you could create and form a Collision shape. I am fine with both options maybe even add both? So i guess it would be called Pixel Collision and Polygon Collision)
5. Server Connection (Multiplayer, Data Stream, etc.... I would love to build fun multiplayer games, it has been my dream. I am also developing an interface for an electric car company using the iPad and xcode. I get realtime data off of batteries and send it back to the ipad over bluetooth and wifi. Right now i am using xcode, but it sucks, and this engine is fun. If I had socket support or server connection support or bluetooth support I could easily build a fantastic GUI for the Car Using GameSalad. The car company is Electric Thrust.
Also just something to keep in mind. I am building coloring book applications and I havent found a great way to draw/paint/erase in this engine other than really fast dot placement...and that kinda sucks. If you guys have any ideas on how I can implement that down the road that it would be great!
Anyways keep up the awesome work!!! I honestly feel like these main 5 features should be priority for the dev team. Dustin
All I want is memory management/load times to be speedy the rest can be later. Lag game mean no fun no matter what super feature you have. Work on speed please!
1b). A path drawing tool in the editor that once an actor was highlighted allowed a line or sequence of waypoints to be drawn directly from the actor. These could be then seen as attributes within the actor and edited, or used with timers (there might even be a default time for each transition between points which could be adjusted).
1- In App Purchase 2- Better Ram Management 3- Better Loading Time 4- More Collision Shapes, if its possible, pixel Collide, or at least make us put some points to make our collide figures.
1. export to HTML making publishing to other websites and offline playing possible. (my priority number one). For other people, it would also let them use GameSalad for other interactive browser applications such as ads, educational quizzes etc.
2. control over HTML5 game sizes (portrait and landscape modes)
2a). if video does get implemented it would be really nice to be able reference video at a frame level, so they could be used in a whole host of ways and applications beyond cut scenes. And that image overlays were possible. Even if the video had to be set up with all frames key-framed when using this function, it would allow some very interesting extensions of game design.
1. Better Memory Management and Optimization - Let us get to the point where we can make fast, action based shooters and not having to worry about if spawning will just make the game not possible or having to try and preload 100 bullets off-screen which just creates other problems.
2. Custom fonts - Let GS recognize and use other fonts installed on our system, or at least let us install fonts directly for use in GS. This would save us all a bunch of time when it comes to creating HUDs for score, lives, health, and other things of that nature.
3. Better Collisions - This doesn't have to be pixel based collision, although that would be nice, but being able to define say a 6 or 8 sided collision per actor or even just being able to resize/move the rectangle and circle collisions would be nice.
4. Better Scene and Layers Control - When changing a bunch of actors, have the editor remember my last opened tab in regards to scenes, game, attributes, layers, etc. When going back, it resets the editor to default meaning I then have to go back to Scene - Layers - Layer 'x" - Actor over and over. Let us lock layers or actors, zoom in on scenes, and reorganize attributes.
- Multiple selection of actors on stage. - Better commands (While, better if/else) - joints - more collision shapes - tables and arrays - organizer for stage scenes. Be able to group actors. Details of which actors are used or not. We have too many actors and goibg back after debuging a scene doesnt show a user friendly actor window. - it would be nice to have a better load/save of variables. Like texts, html code, somewhere to actually see where and what is the data we saved. Like in the orginizer i mentioned
1) A visual debugger - allow developer to see what is going to be executed next 2) Grouping of actors in inspector pane of creator - for visual organization not logic 3) Ability to combine projects into one or one project file linking to another 4) Send/receive network requests - http PUT and GET into attributes 5) Specify rotation about point in rotate behavior 6) Scripting for creating additional behaviors 7) Developer creation of external native behavior libraries that can be linked in/sold through marketplace - why not allow serious developers to help extend GS capabilities? 8) Android support 9) Creator on Windows for HTML5 & Android output - maybe iOS testing through viewer app 10) HTML5 for placement on user websites - GS could replace Flash for HTML5 - already way more capable than Adobe Edge 11) Support for Vector based graphics - SVG 12) Joints 13) Easier multi-line text entry - Multi-line field in DisplayText behavior - Multi-line expression editor
Comments
2. Tables and Arrays
3. Memory Management
4. Facebook Integration
5. More iOS core function access (maps, keyboard, camera, GPS, video)
Basically, everything already on the Roadmap.
No default loading wheel
Arrays
Memory Management
1. Custom loading wheel
2. A default 'Newtonian Physics' engine so I don't have to flick through each actor and change its physics settings
3. Memory leak and crash fixes, my project has crashed 3 times today
4. IOS core functions
5. A bigger maximum image size (I want to be able to import images in bigger than 1024x1024 pixels)
6. A Manual
Thanks heaps GS team, you've made some of the coolest software on my computer
1. Custom loading wheel options
2. In-App purchase - for pro members only
3. Facebook integration
4. Transparent pixels on actors NON collidable
5. Grid system
X,Y location information visible for an actor in the creator
Layer functions (ability to move an actor from one layer to another using a rule)
Joints!
Curved paths (maybe custom collision can coincide with this)
Photoshop like interface for creator
Table/arrays or some type of database
Remove loading wheel for Pause behavior, change old loading wheel to translucent and center in screen
2. Snap to grid and alignment of actors (and selection of multiple actors otherwise the aligment will not work
3. Arrays
4. Joints
5. More speed. Performance of GS could be better. I am not a lazy developer but I tend to stretch the engine with to much happening in my apps already. I noticed other GSers apps having lag too (when spawning actors etc)
Thanks for this thread!
Lump Apps and My Assets
a. Snap to grid
b. Some kind of way to easily place actors in the scene without having to drag them from the actor menu!!!!(Look at "Game Makers" system)
2. Joints
3. Tables and arrays
4. Better performance when spawning actors, changing/restarting scene etc.
1. Reorganized scene editor (I don't think it is a bad editor at all, but I would LOVE to help redesign the interface and the organization of the editor because I feel like there is alot going on and It needs help. You guys made game developement extremely easy, but the interface is extremely confusing and needs work. I have many ideas for it of how it should be redesigned. Also Snapping to grid would be a great addition.)
2. Scene Transitions - (I plan on releasing 6 interactive childrens books in the next 2 months(with many more to follow) and I keep the pages and actors on separate scenes. I would love to have very solid transitions to the next or previous scene, and I dont mean silly transitions like dissolve... I would love to see a push transition where the next scene slides in from the right and pushes the current scene left. Also page flip effects would be nice but not necessary. Programmatically I am ok with a delay. So lets say you click next page/scene the game loads the next scene first into memory, then the transition occurs and removes the previous scene from view, then removes the previous scene from memory. Vice versa for backwards transitions.)
3. Tables and arrays ( I am a heavy programmer and I can't live without Arrays, I use gamesalad for the fantastic WYSIWYG interface, it only needs a couple more things like this to make it a really solid development tool...not just for games, but for books, or for educational applications like quizzes etc....)
4. Additional Collision options ( an interesting idea would be to make transparent pixels non colliders - the tool might need a alpha channel forgiveness setting in case a picture has 10% alpha in one area...if that makes any sense...like a drop shadow that you dont want to collide. Or you could create and form a Collision shape. I am fine with both options maybe even add both? So i guess it would be called Pixel Collision and Polygon Collision)
5. Server Connection (Multiplayer, Data Stream, etc.... I would love to build fun multiplayer games, it has been my dream. I am also developing an interface for an electric car company using the iPad and xcode. I get realtime data off of batteries and send it back to the ipad over bluetooth and wifi. Right now i am using xcode, but it sucks, and this engine is fun. If I had socket support or server connection support or bluetooth support I could easily build a fantastic GUI for the Car Using GameSalad. The car company is Electric Thrust.
Also just something to keep in mind. I am building coloring book applications and I havent found a great way to draw/paint/erase in this engine other than really fast dot placement...and that kinda sucks. If you guys have any ideas on how I can implement that down the road that it would be great!
Anyways keep up the awesome work!!! I honestly feel like these main 5 features should be priority for the dev team.
Dustin
2. Gamecenter acheivements!
3. Universal apps!
2. Scene editor improvements. (improved interface, snap to grids, multiple select/drag/drop, floating info windows showing co-ordinates etc)
3. Improved collision shapes.
4. Joints.
5. Improved engine performance/reduced load times.
So basically I'd like to see a long overdue focus on core engine/editor improvements for a while.
2. Stability (no bugs)
3. Significantly improved memory management
4. Better loading times
5. IAP
6. Universal apps
7. White label HTML5
8. Joints
2. Better RAM management
3. Video support
4. Universal Builds
5. GC achievements
6. Custom loading
Thank you.
2. Multiplayer? i thought this was something everyone would put done...
3. In app purchases
2- Better Ram Management
3- Better Loading Time
4- More Collision Shapes, if its possible, pixel Collide, or at least make us put some points to make our collide figures.
In no particular order:
1. Arrays or similar database light.
2. Debugging, showing realtime values of all attributes. This would cut development time a lot. No more guess work.
3. Better memory management. Spawning is way too slow if you use many actors.
4. In app purchases.
5. White label HTML 5.
6. iOS Keyboard.
2.- Tables and Arrays
3.- Multiplayer
4.- Polygonal collisions
5.- Better loading times
6.- Android Publishing
2. control over HTML5 game sizes (portrait and landscape modes)
3. table and arrays
2. Custom fonts - Let GS recognize and use other fonts installed on our system, or at least let us install fonts directly for use in GS. This would save us all a bunch of time when it comes to creating HUDs for score, lives, health, and other things of that nature.
3. Better Collisions - This doesn't have to be pixel based collision, although that would be nice, but being able to define say a 6 or 8 sided collision per actor or even just being able to resize/move the rectangle and circle collisions would be nice.
4. Better Scene and Layers Control - When changing a bunch of actors, have the editor remember my last opened tab in regards to scenes, game, attributes, layers, etc. When going back, it resets the editor to default meaning I then have to go back to Scene - Layers - Layer 'x" - Actor over and over. Let us lock layers or actors, zoom in on scenes, and reorganize attributes.
5. Tables/Arrays - Self Explanatory
2. Joints
3. In app purchases
Steverd
- Better commands (While, better if/else)
- joints
- more collision shapes
- tables and arrays
- organizer for stage scenes. Be able to group actors. Details of which actors are used or not. We have too many actors and goibg back after debuging a scene doesnt show a user friendly actor window.
- it would be nice to have a better load/save of variables. Like texts, html code, somewhere to actually see where and what is the data we saved. Like in the orginizer i mentioned
In app purchase
More collision shapes.
Android
Cheers
-Matt
this is my wish list:
better layering techniques.. meaning layers dont obscure each other but can simply be selected without having to dig underneath
and also pixel collision
and mmmmmm.... maybe a move attribute of some sort or be able to move things from one scene to the next?
2) GameCenter Achievements
It's very frustrating and to time consuming to manually reset all the attributes.
Thanks
2) Grouping of actors in inspector pane of creator - for visual organization not logic
3) Ability to combine projects into one or one project file linking to another
4) Send/receive network requests - http PUT and GET into attributes
5) Specify rotation about point in rotate behavior
6) Scripting for creating additional behaviors
7) Developer creation of external native behavior libraries that can be linked in/sold through marketplace - why not allow serious developers to help extend GS capabilities?
8) Android support
9) Creator on Windows for HTML5 & Android output - maybe iOS testing through viewer app
10) HTML5 for placement on user websites - GS could replace Flash for HTML5 - already way more capable than Adobe Edge
11) Support for Vector based graphics - SVG
12) Joints
13) Easier multi-line text entry - Multi-line field in DisplayText behavior - Multi-line expression editor