1) An "inspector" panel similar to the one in iWeb and numbers ect. containing all the information that is normally in the left panel when your editing attributes ect...
2) A sort of terminal, debugger feature showing which attributes are active, true, false, ect. also containing some FPS estimation.
3) An previewer where you can specify the device i.e. pretend its a 3g iPhone or 2g iPod touch , maybe in the gs viewer application or in the previewer on the computer
Support for native file formats and 'round-tripping' of graphics. I get very frustrated tweaking my graphics, especially if it's an animation then have to reload all the assets back into the library to see the 'real' result.
To be able to have the image open in Photoshop and modify it in realtime and see the changes update on the actors when I press save would be awesome.
I can open and modify the package contents files but that can corrupt the whole gamefile etc.
Some sort of tiling. It would expand the possibilities of Gamesalad by a large margin. Also, actors that have (written) scene attributes in them and are not on the scene yet should not go crazy!
Toby: "To be able to have the image open in Photoshop and modify it in realtime and see the changes update on the actors when I press save would be awesome. "
I am not sure if I am doing it wrong but I can work the images in photoshop and test in real time. What I do is double click in my image from my gamesalad project and it opens in photoshop. When I do any change to that image in photoshop and save, the change is updated in my project.
I'd love to see a grid with a snap-to-grid function implemented. I've been wanting this feature since I started using GameSalad. It would save me hours of aligning objects for a grid-based game.
1. In App Purchases <-- Most important!! 2. Social media interaction - Facebook, Twitter, etc 3. Multi-player Functionality 4. 3D Game Support 5. Interactive Debugger to hunt down bugs better 6. Performance Debugger 7. True Multi-Platform Development
It really worries me that so many users put pressure on the team to add more "revenue generating" features ahead of (imo) improving the overall usability of the scene editor.
I have said these before...but will again
1. Snap to grid and multi-select. Any of you who think these are not needed, try to build an angry birds type level, and time yourself. Then watch the lecture the angry birds guys gave, and see him build a level in a 10th of the time you just have. 2. Zoom into the editor 3. Better object handling in the scene (have any of you tried to move an actor in the screne with your mouse when it's less than 24 pixels wide or high???? it's actually NOT possible...so you have to go into the object's properties, and set it's X and Y from there (sor of defeats the object of having a visual editor. 4. Access to simple actor properties without having to open up said actor. Even just having the X, Y, hight and width would be AMAZING!
In app purchasing....would be nice, and would indeed (maybe) help to monetize apps/games. But I would rather wait for that over having a more user friendly environment to work in.
Don't get me wrong....having a visual editor in the first place is a massive + point over something like Corona, or such... But ebem they are getting some cool 3rd party scene editor/builder software. And the other drag/drop SDKs I have seen (whilst not being as full features as GS is with ios building etc) have far more robust sene editors.
Aside from the scene editor....Having access to the loading wheel....even if it was just a global option to set where on the screen it is regardless of scene orientation, that would be great.
Also....performance performance performance. When a 2d game with 5 objects and a scrolling background needs to be uber-heavily optimised to run at 60fps on a 3GS phone, I worry. (I of course am generalising a little there...but you know what I mean).
Android publishing....not all that fussed myself. Would be nice to have another outlet for product...but I'd rather have amazing product in less places, that sub-standard product in loads.
5. Universal builds. As a punter....I would hate having to buy a game twice if I wanted it on my phone and the full size game on my iPad.
I'll shut up now...
I just wish some people clambering for more monetization options, would just step back and look at the bigger picture for 5 mins.
Also....my flatmat last night was showing me some android dev he has been working on, and how he has plugged Google Analytics into the game. You can literally attach it to anything. So you could report at a general level, how many people are playing, and where they are, and what device they have.
But you could also get a bit more involved, and attach an alert to say, a level unlock...so you can see how "well" people are playing. Or you could attach it to a hidden collectable, and see how many players have actually gone and collected it.
Really impressive stuff.....and they have not locked it down to Android apparently.
now THAT would be a useful tool to have at our disposal.
It's about making better games!...not about making money......although making money is nice.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
apple is the most successful mobil device creator to date, HOWEVER, Android sells far more mobil Phones.
And they sell far fewer paid apps. I consider FMG one of the most successful GS dev's there has ever been. and guess what his massively successful Grisly Manor Game iOS game doesn't sell much of anything on android. The only android version that does well is the nook color. So I would not hold your breath on Android making you much of anything.
Sparkyidr said: It really worries me that so many users put pressure on the team to add more "revenue generating" features ahead of (imo) improving the overall usability of the scene editor.
I have said these before...but will again
1. Snap to grid and multi-select. Any of you who think these are not needed, try to build an angry birds type level, and time yourself. Then watch the lecture the angry birds guys gave, and see him build a level in a 10th of the time you just have. 2. Zoom into the editor 3. Better object handling in the scene (have any of you tried to move an actor in the screne with your mouse when it's less than 24 pixels wide or high???? it's actually NOT possible...so you have to go into the object's properties, and set it's X and Y from there (sor of defeats the object of having a visual editor. 4. Access to simple actor properties without having to open up said actor. Even just having the X, Y, hight and width would be AMAZING!
In app purchasing....would be nice, and would indeed (maybe) help to monetize apps/games. But I would rather wait for that over having a more user friendly environment to work in.
Don't get me wrong....having a visual editor in the first place is a massive + point over something like Corona, or such... But ebem they are getting some cool 3rd party scene editor/builder software. And the other drag/drop SDKs I have seen (whilst not being as full features as GS is with ios building etc) have far more robust sene editors.
Aside from the scene editor....Having access to the loading wheel....even if it was just a global option to set where on the screen it is regardless of scene orientation, that would be great.
Also....performance performance performance. When a 2d game with 5 objects and a scrolling background needs to be uber-heavily optimised to run at 60fps on a 3GS phone, I worry. (I of course am generalising a little there...but you know what I mean).
Android publishing....not all that fussed myself. Would be nice to have another outlet for product...but I'd rather have amazing product in less places, that sub-standard product in loads.
5. Universal builds. As a punter....I would hate having to buy a game twice if I wanted it on my phone and the full size game on my iPad.
I'll shut up now...
I just wish some people clambering for more monetization options, would just step back and look at the bigger picture for 5 mins.
This whole thing is pretty well dead on…
Sparkyidr said: It's about making better games!...not about making money......although making money is nice.
What I don't think people understand is Making better games will make you more money.
Couldn't agree more with thoughts regarding the scene editor, well put.
Sparkyidr said: It really worries me that so many users put pressure on the team to add more "revenue generating" features ahead of (imo) improving the overall usability of the scene editor.
I have said these before...but will again
1. Snap to grid and multi-select. Any of you who think these are not needed, try to build an angry birds type level, and time yourself. Then watch the lecture the angry birds guys gave, and see him build a level in a 10th of the time you just have. 2. Zoom into the editor 3. Better object handling in the scene (have any of you tried to move an actor in the screne with your mouse when it's less than 24 pixels wide or high???? it's actually NOT possible...so you have to go into the object's properties, and set it's X and Y from there (sor of defeats the object of having a visual editor. 4. Access to simple actor properties without having to open up said actor. Even just having the X, Y, hight and width would be AMAZING!
In app purchasing....would be nice, and would indeed (maybe) help to monetize apps/games. But I would rather wait for that over having a more user friendly environment to work in.
Don't get me wrong....having a visual editor in the first place is a massive + point over something like Corona, or such... But ebem they are getting some cool 3rd party scene editor/builder software. And the other drag/drop SDKs I have seen (whilst not being as full features as GS is with ios building etc) have far more robust sene editors.
Aside from the scene editor....Having access to the loading wheel....even if it was just a global option to set where on the screen it is regardless of scene orientation, that would be great.
Also....performance performance performance. When a 2d game with 5 objects and a scrolling background needs to be uber-heavily optimised to run at 60fps on a 3GS phone, I worry. (I of course am generalising a little there...but you know what I mean).
Android publishing....not all that fussed myself. Would be nice to have another outlet for product...but I'd rather have amazing product in less places, that sub-standard product in loads.
5. Universal builds. As a punter....I would hate having to buy a game twice if I wanted it on my phone and the full size game on my iPad.
I'll shut up now...
I just wish some people clambering for more monetization options, would just step back and look at the bigger picture for 5 mins.
Right now I really need snap-to-grid. Would speed up development hugely.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
mithrawept said: Right now I really need snap-to-grid. Would speed up development hugely.
Absolutely a must have for the creator.
Also referring back to Sparkyidr's comments about the AngryBirds Level layout program. Something in that that would be amazing is the ability to turn on the physics during layout to let the pieces move around and setup perfectly then shut it off and save those new positions. That woulds be an amazing thing for Puzzle games.
Jel said: 1. Save screenshot option (Photo Library, URL, etc)
2. Import image option
; )
Also very valid useful things that should be added in my opinion. Opens the door to a lot more application genres.
1. I think it's very important that we get the option to remove/hide/replace the gamesalad standard spinner that shows in one corner or another when loading scenes.
This is the only asset forced upon us by gamesalad. If we are supposed to be creating exceptional, beautiful, professional looking games (as we all strive to do) then why do we still have this awful looking animated gif pop up.
Please give us the option to hide it or remove it and allow us to have the sense to use our own indicator that something is happening if there is a long enough delay to require one.
2. How long have we waited for the ipad custom screen bug to be fixed??? Is it really that big of a problem to solve? This isn't a new feature request but a request for a feature that should be working!
I couldn't help mentioning it since I, like many others, have paid good money for pro features that don't actually exist. I wrote to GS who replied that they would not be offering extensions to pro contracts or partial refunds despite the failure of this feature. Isn't this false advertising? Don't list pro features that don't work!
3. I would like to see access to ios native features. e.g. The alert box is incredibly simple to trigger. Can we have a behaviour that triggers it? Then we don't have to make work-arounds with fake ios-look-a-like popup boxes.
Other than these I'm happy to be patient for primarily stability and ram improvements as promised and after than any other features that don't compromise what exists
2) an expression editor for the FIRST section of a rule.
For example id like to make a rule
if magnitude(self.position.x-mouse.position.x,self.position.y-mouse.position.y) IS LESS then 40 destroy actor
But i can't do that. in order to get this to work i have to first constrain magnitude(self.position.x-mouse.position.x,self.position.y-mouse.position.y) to an attribute then make a rule that says if said attribute is less then 40
but that takes a constrain and they add up and hurt your frame rate.
As much as i agree with everything you mentioned there is a better way of doing that , with no constrain. simply make an attribute - integer - give it the value 40 , call it "temp magnitude"
then , in your rule say : if "temp magnitude" is GRATER then magnitude(self.position.x-mouse.position.x,self.position.y-mouse.position.y) Do this .
No constrain needed .
But yeah , an expression editor for the FIRST section of a rule , will be amazingly useful , as well as all the rest.
Roy.
EDIT: 2 more simple things that can make everything simpler :
1) more options for particles , like spawn behind actor , and add custom gravity , this should have been fixed ages ago , Something like this :
2) a behavior to change actor's layer, so we could shift actors up and down the layers , like this :
Just these simple things and the 3 things TSB mentioned can make GS so much better and intuitive ,
tshirtbooth said: Roy, man i NEVER would have thought of that. Its crazy how simple things can be and you just don't think of them. I will use that all the time now.
Also check out my last comment i edited it , maybe add those the pull as well .
We can use this thread for "suggestions how to make GS better" , I'm not talking about suggestions like - "add joints!!" - but simple things that will make things better , I'm sure many members have crazy simple ideas ! Just don't forget to vote guys ! Roy.
I voted 1. I don't understand 3. I would like to be able to do a change or constrain to everything with the expression editor. This would make GS lots stronger. So not only constrain image to "image"..attribute..".png" But also play a sound this way: play sound: "sound"..attribute..".ogg" I now have a dozen rules to play a sounds on one place depending on something.
I think a bar that shows you how many things you want to create is good, so when you press ad attribute or add scene or add actor etc, it will pop up a dialog to ask you the quantity you want to make
Comments
2) A sort of terminal, debugger feature showing which attributes are active, true, false, ect.
also containing some FPS estimation.
3) An previewer where you can specify the device i.e. pretend its a 3g iPhone or 2g iPod touch , maybe in the gs viewer application or in the previewer on the computer
any way just some ideas ...
To be able to have the image open in Photoshop and modify it in realtime and see the changes update on the actors when I press save would be awesome.
I can open and modify the package contents files but that can corrupt the whole gamefile etc.
Also, actors that have (written) scene attributes in them and are not on the scene yet should not go crazy!
I hope within the Publish function "Display name" to support the double bytes
"To be able to have the image open in Photoshop and modify it in realtime and see the changes update on the actors when I press save would be awesome. "
I am not sure if I am doing it wrong but I can work the images in photoshop and test in real time.
What I do is double click in my image from my gamesalad project and it opens in photoshop. When I do any change to that image in photoshop and save, the change is updated in my project.
1. In App Purchases <-- Most important!!
2. Social media interaction - Facebook, Twitter, etc
3. Multi-player Functionality
4. 3D Game Support
5. Interactive Debugger to hunt down bugs better
6. Performance Debugger
7. True Multi-Platform Development
Ciao for now
2. Android publishing!!!
3. Android publishing!!!
4. in-app purchas
apple is the most successful mobil device creator to date, HOWEVER, Android sells far more mobil Phones.
I have said these before...but will again
1. Snap to grid and multi-select. Any of you who think these are not needed, try to build an angry birds type level, and time yourself. Then watch the lecture the angry birds guys gave, and see him build a level in a 10th of the time you just have.
2. Zoom into the editor
3. Better object handling in the scene (have any of you tried to move an actor in the screne with your mouse when it's less than 24 pixels wide or high???? it's actually NOT possible...so you have to go into the object's properties, and set it's X and Y from there (sor of defeats the object of having a visual editor.
4. Access to simple actor properties without having to open up said actor. Even just having the X, Y, hight and width would be AMAZING!
In app purchasing....would be nice, and would indeed (maybe) help to monetize apps/games.
But I would rather wait for that over having a more user friendly environment to work in.
Don't get me wrong....having a visual editor in the first place is a massive + point over something like Corona, or such... But ebem they are getting some cool 3rd party scene editor/builder software. And the other drag/drop SDKs I have seen (whilst not being as full features as GS is with ios building etc) have far more robust sene editors.
Aside from the scene editor....Having access to the loading wheel....even if it was just a global option to set where on the screen it is regardless of scene orientation, that would be great.
Also....performance performance performance. When a 2d game with 5 objects and a scrolling background needs to be uber-heavily optimised to run at 60fps on a 3GS phone, I worry. (I of course am generalising a little there...but you know what I mean).
Android publishing....not all that fussed myself. Would be nice to have another outlet for product...but I'd rather have amazing product in less places, that sub-standard product in loads.
5. Universal builds. As a punter....I would hate having to buy a game twice if I wanted it on my phone and the full size game on my iPad.
I'll shut up now...
I just wish some people clambering for more monetization options, would just step back and look at the bigger picture for 5 mins.
You can literally attach it to anything.
So you could report at a general level, how many people are playing, and where they are, and what device they have.
But you could also get a bit more involved, and attach an alert to say, a level unlock...so you can see how "well" people are playing.
Or you could attach it to a hidden collectable, and see how many players have actually gone and collected it.
Really impressive stuff.....and they have not locked it down to Android apparently.
now THAT would be a useful tool to have at our disposal.
It's about making better games!...not about making money......although making money is nice.
2. Import image option
; )
Also referring back to Sparkyidr's comments about the AngryBirds Level layout program. Something in that that would be amazing is the ability to turn on the physics during layout to let the pieces move around and setup perfectly then shut it off and save those new positions. That woulds be an amazing thing for Puzzle games. Also very valid useful things that should be added in my opinion. Opens the door to a lot more application genres.
The real money from in-app purchases would come via multiplayer games imho.
This is the only asset forced upon us by gamesalad. If we are supposed to be creating exceptional, beautiful, professional looking games (as we all strive to do) then why do we still have this awful looking animated gif pop up.
Please give us the option to hide it or remove it and allow us to have the sense to use our own indicator that something is happening if there is a long enough delay to require one.
2. How long have we waited for the ipad custom screen bug to be fixed??? Is it really that big of a problem to solve? This isn't a new feature request but a request for a feature that should be working!
I couldn't help mentioning it since I, like many others, have paid good money for pro features that don't actually exist. I wrote to GS who replied that they would not be offering extensions to pro contracts or partial refunds despite the failure of this feature. Isn't this false advertising? Don't list pro features that don't work!
3. I would like to see access to ios native features. e.g. The alert box is incredibly simple to trigger. Can we have a behaviour that triggers it? Then we don't have to make work-arounds with fake ios-look-a-like popup boxes.
Other than these I'm happy to be patient for primarily stability and ram improvements as promised and after than any other features that don't compromise what exists
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
http://gshelper.com/?p=226
Also: triangular collisions.
simply make an attribute - integer - give it the value 40 , call it "temp magnitude"
then , in your rule say :
if "temp magnitude" is GRATER then magnitude(self.position.x-mouse.position.x,self.position.y-mouse.position.y)
Do this .
No constrain needed .
But yeah , an expression editor for the FIRST section of a rule , will be amazingly useful , as well as all the rest.
Roy.
EDIT:
2 more simple things that can make everything simpler :
1) more options for particles , like spawn behind actor , and add custom gravity ,
this should have been fixed ages ago ,
Something like this :
2) a behavior to change actor's layer, so we could shift actors up and down the layers , like this :
Just these simple things and the 3 things TSB mentioned can make GS so much better and intuitive ,
This is how it should be done!!!
Also check out my last comment i edited it , maybe add those the pull as well .
We can use this thread for "suggestions how to make GS better" , I'm not talking about suggestions like - "add joints!!" - but simple things that will make things better , I'm sure many members have crazy simple ideas !
Just don't forget to vote guys !
Roy.
I would like to be able to do a change or constrain to everything with the expression editor.
This would make GS lots stronger.
So not only constrain image to "image"..attribute..".png"
But also play a sound this way: play sound: "sound"..attribute..".ogg"
I now have a dozen rules to play a sounds on one place depending on something.
Oh, and P-O-M for sous chef!
Lump Apps and My Assets
Calvin