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iKandyImagineer of Crazy ShitNew York CityMemberPosts: 310
desperately need
1.) Zoom in on stage 2.) Align artwork (like in illustrator or flash, align actors bottom, left, middle, etc) 3.) swap actors (like in Flash) 4.) lock actors so they don't inadvertently move around onstage 5.) copy & paste from game to game
1) Zoom in editor. 2) Selecting multiple actors at the same time. 3) Framerate, especially when using large BG-images. 4) Gradient BG-colors, so you son't have to use gradient images. 5) Overall performance. 6) More stable editor. 7) More behaviors. 8) "IF NOT" -rule for rules.
BlackbirdStudios said: The if not is called "otherwise" and it is already a feature in GameSalad.
not true, the otherwise simply does the things in the otherwise panel if the main conditions are not met.
an IF NOT statement could be combined with other IF conditions to make complex conditions.
There really needs to be an OR statement too, and no this is not the same as 'ANY' as the 'ANY' tag applies to all the statement whereas an OR could be applied in conjunction with other conditions in the same statement.
mtingle said: not true, the otherwise simply does the things in the otherwise panel if the main conditions are not met.
an IF NOT statement could be combined with other IF conditions to make complex conditions.
There really needs to be an OR statement too, and no this is not the same as 'ANY' as the 'ANY' tag applies to all the statement whereas an OR could be applied in conjunction with other conditions in the same statement.
I agree that an IF NOT and and OR statement would be awesome and save tons of time making rules much less complicated, which in turn should help performance. In the meantime though there are work arounds.
For example: Say you wanted to use IF NOT X then do Y. What you would do is create a boolean attribute (game, scene, or actor depending on your needs) called "X is True/False." Then for whatever condition (e.g., rotation=90) you wanted to use the IF NOT X statement for (if it existed) you would instead use a change attribute behavior to change X if True/False to false when rotation=90 combined with an otherwise that would change X to true otherwise. Now you would have a proper switch. Then instead of using IF NOT you could use if X is false then do Y (which ends up being the the same as IF NOT X then do Y). This could then be combined with other if rules (all or any). So it certainly can be done.
[Edit: I realize the above rotation=90 example above would not be necessary to accomplish the above since you could just use if rotation does not equal 90. But it was just an easy example of how you could do it for situations were you can't use the does not equal like, for example, do Y when Actor X is not colliding with walls. For that you simply have to use the above workaround.]
As to OR and combining with other conditions in the statement. Again this can be done/simulated. All you need to do is group rules inside each other. For example, create a rule like this: if (any) rotation=90; acceleration=200 (this is your or). Then where it says "drag behaviors here" in the rule drag the "rule behavior" to that area. And for that new embeded rule use if (all) and place whatever rules you want in there. Then within that second embeded rule where is says "drag behaviors here" put whatever behaviors you want. This effectively gives you a rule that requires certain items (all) in combination with at least one of another item (or), which is what you were saying could not be done
Using the above methods (especially, when in combination with each other) can get you any complicated set of All, IF Not, OR, ANY statements you could ever think of. You would just end up having rules, embeded in rules, emended in rules and separate triggering rules as well. Now is this efficient? Hell no, not in programming and certainly not as to performance. Do I hate it? yes, yes, yes! Do I often have to do it anyway. Of course. So until they get those added you can do these silly workarounds and what should be unnecessary workarounds.
Note to GS team: This is truly a must and the availability of a work around is not sufficient. Plus, in any event, it should be the number 1 priority b/c it will actually improve performance issues , particularly with complicated rules, which is supposedly a number 1 priority.
BlackbirdStudios said: The if not is called "otherwise" and it is already a feature in GameSalad.
As others have pointed out, this is not true. Otherwise is basically "else". As in if life=1 do this else do that. NOT (!) would work like this: if !life=0 do that else do this. IF NOT would definitely shorten the needed script in many cases.
9) A different, static layer for HUD would be GOOD. Especially for zooming scenes. Right now you have zoom the hud with everything else, and this causes stuttering. Also, it takes a lot of processing power.
I just want a game salad editor which doesn't crash so often, I know it's still beta, but you did get us to pay $500 for the privilage of beta-testing your software
Performance and stability should be put above any new features imho.
i would like the ability to control which actors are effected by gravity or if they do not have any weight they should float. i know there are workarounds but i'm sure its not that hard to implement.
Imagine that you have a BIG project with a lot of actors... It would be great to organize all your actors into group actors... In example platform actors, enemy actors, item actors, wall actors, ETC...
Actually we have all the actors in the same folder in the gamesalad creator. What do you think about that guys? I mean to create different folders for the actors, in the gamesalad creator.
1- Autosave 2- Better speed or memory management 3- Posibility of make groups for actors (enemies, items, platforms, etc..) 4- Posibility of search for an actor writing in the keyboard (example when i want to search for my bee actor i would like to write the b letter and then go to the actor name begining with B, sorry for my english) 5- And of course, i would apreciate too a button to order all my actors alphabetically. These are my realistic request, i think they are possible to do in the next update of gamesalad. Of course i would like to have custom colision shape, and some others awesome things, but i think these awesome features are not posible, because if they were, you allready have done it. Thank you all for read this and sorry again for my english. Cheers!
Push notifications would be cool. But for GS, it would probably be pretty complex ________________________________________________________________________
aario said: I dont understand why everyone wants Push Notifications? ..Whenever I buy an app with them I turn them off haha
It could help market things like sales on IAP, we can also say that if the person hasn't played the game in 3 days, remind them to come back and do something in game. ________________________________________________________________________
Blender has hotkeys and I LOVE them. they make things so much faster and are simple to remember e.g G-X-150 would position the actor at 150 along the X axis (g = Grab). This would speed everything up so much.
I'd really like to be able to use folders to organise my actors, images, sounds and attributes better. At least the ability to re-position the order of attributes so I can keep them tidier (like how I can reposition actors in the top left so all of one type is together).
An optional grid in the build area and preview (with a snap-to function for the build area) would be marvellous! As would a zoom tool for the build area.
Also the ability to move more than one actor at a time, perhaps even grouping multiple actors in the build area so they can be re-positioned quickly.
Layer in the build area would be amazing. A stage can get messy when you've got backgrounds, middlegrounds, foregrounds, HUDs etc all in the same area and only a right-click menu to push them back and forth. Adding layers would solve that instantly giving the option to lock your HUD whilst you mess with the background etc, it'd make swapping depths easier too.
These are all coming from a designer/animators point of view who is used to working with programs like Flash, Illustrator and other Adobe software btw. I'm not a programmer in any way and I very much like GameSalad's easy methods or building rules and commands etc. I'd just like to keep things a little more tidy if I can and have some more control in the build area.
All these new features are great, but still, I would cut off my left (inset body part here...) to get performance enhancements and bug fixes. The memory management is still incredibly lacking. There are some features that are pretty much useless because of it (i.e. timers, animate, etc.) Image memory allocation is still pretty bad too. I work really hard to get all my image sizes down and it still allocates way more memory than needed to display the images. And then never releases them.
If you are trying to do anything more than some 1993 sega genesis quality game in gamesalad then you are out of luck.
I only spend my time to say all of this because I believe that you guys can do better... And i know it is entirely possible, but you keep adding new features onto this shaky foundation instead of focusing on making it solid.
Honestly I would have bought the $2,000 pro license last year if gamesalad functioned well, even with less features. And I would totally shell out the $500+ bucks right now for a pro license if I could use the features that are included in the creator without having to do a workaround for every little thing or spend 90% of my time cutting features and assets so my project wont crash...
But unfortunately I have had to spend that money (and a ton more) to hire xcode programmers to make my company's projects that couldn't be created in gamesalad solely because of the performance and memory handling issues, not because of a lack of features.
I am grateful for this product, it has made me a solid living, but given me some serious headaches as well. I just wish you all would stop trying to put lipstick on a pig and get a working v1.0 out the door already.
quantumsheep said: You say that as if it's a bad thing!
QS
LOL, QS you crack me up! No, it's not a bad thing if that's what you are going for. I was just making the point that if you are tying to do anything outside of simple games you'll have a pretty tough time. And for the free version of gamesalad that is fine, but if the features were more stable and robust I would shell out the money for the pro membership in a heartbeat and make this my main tool for creating apps. But in its current state it can't handle certain simple behaviors, standard iOS features, and releasing of memory as well as decently programmed xcode app. So I have had to hire xcode programmers to make stuff. And that is frustrating to me because if truly believe if the devs focused on stability and memory management instead of new features, then it would be a much better tool for creating apps. And then they could add all the features they want on top of a sturdy foundation. But the way they are adding adding more and more features on top of a shaky structure worries me that we're all in for a boatload of headaches and bugs for the foreseeable future
Comments
( http://bit.ly/oDjBq9 )
Hey there, I find an amazing web,please click the web ,you can find big pleasantly surprised
╭⌒╮WELCOME( http://bit.ly/oDjBq9 )
----- ~ ¤ ╭⌒╮ ╭⌒╮
╭⌒╭⌒╮╭⌒╮~╭⌒╮ HANDBAG 35$
,)))),'')~~ ,''~)
╱◥█◣ ╱◥█◣ SHOES 35$
|田|田||田|田| CLOTH 15$
╬╬╬╬╬╬╬╬╬╬╬╬╬╬ 2011 NEW
1.) Zoom in on stage
2.) Align artwork (like in illustrator or flash, align actors bottom, left, middle, etc)
3.) swap actors (like in Flash)
4.) lock actors so they don't inadvertently move around onstage
5.) copy & paste from game to game
2) Selecting multiple actors at the same time.
3) Framerate, especially when using large BG-images.
4) Gradient BG-colors, so you son't have to use gradient images.
5) Overall performance.
6) More stable editor.
7) More behaviors.
8) "IF NOT" -rule for rules.
________________________________________________________________________
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an IF NOT statement could be combined with other IF conditions to make complex conditions.
There really needs to be an OR statement too, and no this is not the same as 'ANY' as the 'ANY' tag applies to all the statement whereas an OR could be applied in conjunction with other conditions in the same statement.
For example: Say you wanted to use IF NOT X then do Y. What you would do is create a boolean attribute (game, scene, or actor depending on your needs) called "X is True/False." Then for whatever condition (e.g., rotation=90) you wanted to use the IF NOT X statement for (if it existed) you would instead use a change attribute behavior to change X if True/False to false when rotation=90 combined with an otherwise that would change X to true otherwise. Now you would have a proper switch. Then instead of using IF NOT you could use if X is false then do Y (which ends up being the the same as IF NOT X then do Y). This could then be combined with other if rules (all or any). So it certainly can be done.
[Edit: I realize the above rotation=90 example above would not be necessary to accomplish the above since you could just use if rotation does not equal 90. But it was just an easy example of how you could do it for situations were you can't use the does not equal like, for example, do Y when Actor X is not colliding with walls. For that you simply have to use the above workaround.]
As to OR and combining with other conditions in the statement. Again this can be done/simulated. All you need to do is group rules inside each other. For example, create a rule like this: if (any) rotation=90; acceleration=200 (this is your or). Then where it says "drag behaviors here" in the rule drag the "rule behavior" to that area. And for that new embeded rule use if (all) and place whatever rules you want in there. Then within that second embeded rule where is says "drag behaviors here" put whatever behaviors you want. This effectively gives you a rule that requires certain items (all) in combination with at least one of another item (or), which is what you were saying could not be done
Using the above methods (especially, when in combination with each other) can get you any complicated set of All, IF Not, OR, ANY statements you could ever think of. You would just end up having rules, embeded in rules, emended in rules and separate triggering rules as well. Now is this efficient? Hell no, not in programming and certainly not as to performance. Do I hate it? yes, yes, yes! Do I often have to do it anyway. Of course. So until they get those added you can do these silly workarounds and what should be unnecessary workarounds.
Note to GS team: This is truly a must and the availability of a work around is not sufficient. Plus, in any event, it should be the number 1 priority b/c it will actually improve performance issues , particularly with complicated rules, which is supposedly a number 1 priority.
Performance and stability should be put above any new features imho.
Imagine that you have a BIG project with a lot of actors...
It would be great to organize all your actors into group actors...
In example platform actors, enemy actors, item actors, wall actors, ETC...
Actually we have all the actors in the same folder in the gamesalad creator.
What do you think about that guys? I mean to create different folders for the actors, in the gamesalad creator.
Cheers!
2- Better speed or memory management
3- Posibility of make groups for actors (enemies, items, platforms, etc..)
4- Posibility of search for an actor writing in the keyboard (example when i want to search for my bee actor i would like to write the b letter and then go to the actor name begining with B, sorry for my english)
5- And of course, i would apreciate too a button to order all my actors alphabetically. These are my realistic request, i think they are possible to do in the next update of gamesalad. Of course i would like to have custom colision shape, and some others awesome things, but i think these awesome features are not posible, because if they were, you allready have done it. Thank you all for read this and sorry again for my english.
Cheers!
________________________________________________________________________
LIKE us on Facebook and Follow us on Twitter! :
Blackbird Studios Facebook Page
Blackbird Studios Twitter
________________________________________________________________________
LIKE us on Facebook and Follow us on Twitter! :
Blackbird Studios Facebook Page
Blackbird Studios Twitter
Blender has hotkeys and I LOVE them.
they make things so much faster and are simple to remember
e.g G-X-150 would position the actor at 150 along the X axis (g = Grab).
This would speed everything up so much.
Pwetty Pwease can i hwave hwotkeys?
Liamo
An optional grid in the build area and preview (with a snap-to function for the build area) would be marvellous! As would a zoom tool for the build area.
Also the ability to move more than one actor at a time, perhaps even grouping multiple actors in the build area so they can be re-positioned quickly.
Layer in the build area would be amazing. A stage can get messy when you've got backgrounds, middlegrounds, foregrounds, HUDs etc all in the same area and only a right-click menu to push them back and forth. Adding layers would solve that instantly giving the option to lock your HUD whilst you mess with the background etc, it'd make swapping depths easier too.
These are all coming from a designer/animators point of view who is used to working with programs like Flash, Illustrator and other Adobe software btw. I'm not a programmer in any way and I very much like GameSalad's easy methods or building rules and commands etc. I'd just like to keep things a little more tidy if I can and have some more control in the build area.
If you are trying to do anything more than some 1993 sega genesis quality game in gamesalad then you are out of luck.
I only spend my time to say all of this because I believe that you guys can do better... And i know it is entirely possible, but you keep adding new features onto this shaky foundation instead of focusing on making it solid.
Honestly I would have bought the $2,000 pro license last year if gamesalad functioned well, even with less features. And I would totally shell out the $500+ bucks right now for a pro license if I could use the features that are included in the creator without having to do a workaround for every little thing or spend 90% of my time cutting features and assets so my project wont crash...
But unfortunately I have had to spend that money (and a ton more) to hire xcode programmers to make my company's projects that couldn't be created in gamesalad solely because of the performance and memory handling issues, not because of a lack of features.
I am grateful for this product, it has made me a solid living, but given me some serious headaches as well. I just wish you all would stop trying to put lipstick on a pig and get a working v1.0 out the door already.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Xcode Export
and more Apple API's
No, it's not a bad thing if that's what you are going for. I was just making the point that if you are tying to do anything outside of simple games you'll have a pretty tough time. And for the free version of gamesalad that is fine, but if the features were more stable and robust I would shell out the money for the pro membership in a heartbeat and make this my main tool for creating apps. But in its current state it can't handle certain simple behaviors, standard iOS features, and releasing of memory as well as decently programmed xcode app. So I have had to hire xcode programmers to make stuff. And that is frustrating to me because if truly believe if the devs focused on stability and memory management instead of new features, then it would be a much better tool for creating apps. And then they could add all the features they want on top of a sturdy foundation. But the way they are adding adding more and more features on top of a shaky structure worries me that we're all in for a boatload of headaches and bugs for the foreseeable future