Arrays Actor public variables (variables passable between actors) Loops
Better image organization (the ability to create folders inside the image tab) Variable organization (the ability to create groups to store variables, ability to reorder variables) Layer organization (showing the layers tab permanently on the screen like in photoshop for better layer and canvas organization)
An OR thing in the rule drop down (any/all) I think of Gamesalad as it's own little programming language, so it should have the features of a programming language, the or (|), arrays/ collections) big and small real numbers, big and small integers, stuff like that, Cheers
Liamo
PS, oh, and don't forget about the performance issues too.
Allowing larger image sizes. Nothing better then trying to import your image for your 1280 by 800 background and it tells you it can't be safely imported at that size...
the gamesalad server was down for a brief moment and all of sudden i realized something. We are too dependent on their service and server. if internet goes out we can't work, if their server goes out we can't work, if something is wrong with their server our published game doesn't work properly... shouldn't everything be a stand along package where we don't need these dependency. it's one thing to give away printers and charge money(or razor and blade if you prefer) on the ink cartridge, it's another thing that we have to print through the manufacture server (or only able to shave at say gillette's corporate bathroom for that matter) it's just bad business practice. Anyway I hope one that they'll realize that they need to do away with this practice in order to gain momentum like other platforms.
I'd rather you guys generate a installation package after paying for our yearly membership that is set to expire in a year time than having to have double or triple dependency on 3rd party reliability.
A nice professional option would be to allow us to make HTML5 embed-able games that don't have all the GameSalad border stuff that pretty much makes it impossible to sell a client on.
making a game for them that is surrounded with distracting content it tough.. even better if there were levels of options to control how much.. because hey some of that stuff might be useful in some situations..
I have opportunities to make games in the "flash game" market, but i can't really make flash like game equivalents because the embed stuff is so cluttered with GameSalad branding and stylized border stuff (like the big play button and all the other stuff).
Also allowing pro version to opt to NOT be auto published in the game salad arcade would also be helpful as some clients want to know their game is exclusive to their site and not mirrored on some other site..
in general. features functions performances .whatever you choose to do. when GS starts to think in terms of how will our users make more money, instead of how can GS make more money. then money will come. best advertising is by word of mouth. I'm more than happy to refer my friends and buddies to pay for GS as long as it's making me more money then they are. it's not magic.
ultima said: ...if internet goes out we can't work, if their server goes out we can't work, if something is wrong with their server our published game doesn't work properly... shouldn't everything be a stand along package where we don't need these dependency.
I'd rather you guys generate a installation package after paying for our yearly membership that is set to expire in a year time than having to have double or triple dependency on 3rd party reliability.
Wait, You say that if GS's server goes down ppl that paid for game can't use it at all or some of its features?
Maybe I'm not in position to question that things, as i didn't pay (yet) for pro subscription, but it does make me think again about paying 500$ for product that controls in such a way functionality of my games...
Regarding installation package You've mentioned above, i think its quite silly to make us publish alpha or beta versions somewhere in order to allow for testing, and when game is like 100MB in size and you change one little bug... You need to publish again, testers need to download it again... crazy. Why there is no possibility to export game directly to hard drive and copy it directly to some1's device i.e. through usb cable, that lives next door?
Is my way of thinking correct? I'm pretty new (and excited) to GS thingy, so excuse me possible faux pas. I just try to rectify, before i spend $500, what i will and will NOT be able to do.
I understand that GS needs to protect its revenue, at last they do that for dosh not just for sake of doing it, but as Ultima said if you will allow us keep our customers happy we will keep paying for GS and i'm sure more people will come to GS platform, because it is(will be) great tool to work on.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
No If GS servers go down you cannot publish new games. The servers just publish and give you the app. Once its on the app store GS has nothing to do with it.
1) while you can't publish a game without a network connection, you can still do other work as it will remember your "pro" status for a day or two. This happened to me when my net was down. 2) if you don't want to push each change though the net, have your internal testers install GameSalad and jut send them the project file. Even better would be to create a private forum for your devs to use and just upload the project file there. Then testers can download the project as desired.
1. Custom, user made plugins (I. E. Attributes). This would add so much more depth to the asset store, not to to mention GS. 2. The ability for particles to collide with things, like the ground. 3. Layer switching for actors. 4. I know this one would be hard, but squishy objects. 5. Choosing or making the look of the text input thing different. 6. Other device support (USB contoller) 7. # of actors in one spawn actor (ie spawn actor "actor1" "in front of layer" "number of times.." 8. Number 1
A great feature would be away for other users to access your database and table, really to create a network of people so maybe for a game or app they could login in share and see certain things with your app. Life for instance in the letters to God app you can view letters from all around the world from other users, i would like the users to be able to view other people's data.
Im new to it but I would really like a way to create depth. I understand I can do this now with layers but I hoping for some "perspective" tricks. Not a 3d game but something I can use to trick 3d angles. maybe bring the camera back, up, and angle downward so i can show the ground plane. Another way to think about it is like the castle crashers game.
i would also like the ability to move in and out of layers and interact with them.
Would love to keep the viewer separate from other views - a detach option would be a dream come true! Using multiple monitors, it'd be great to keep that on one screen and use the other for behaviours! Thanks.
I'll add more to this post as I get more familiar with the engine, but for right now, I want:
1. The ability to PUBLISH iPhone games on the Windows version. Reason why? GameSalad certainly seems to be known for letting people make AND DISTRIBUTE iPod Touch, iPad, and iPhone games, aside from the obvious web-based games. It just doesn't seem fair that this engine is advertised as a game creation engine with Apple Product based capabilities, yet half of the community (the guys that don't have thousands of dollars to drop on a super-computer) can't enjoy that feature to the extent I think they should.
2. Professional Tutorials for the Windows based version. Reason why? The Mac version and the Windows version are hardly identical at all. I, as well as a large number of others, certainly would benefit from some professional steps in the right direction, through tutorials from the creators of the software, when it comes to the Windows version of this program.
im a newbie, but i like to suggest about making a features/improvement
1. By on the game salad which, enables the developer to group objects? just like the idea of illustrator's grouping feature.
2. A container, by which we can group objects ( especially objects that might share some common attributes), this container will hold some attributes that only accessible by the children objects ( objects inside the containers ), this container also can be abide to any rules and behaviors.
3. I would to add some naming of variables/attributes in the tables, accessing the table using its the behavior "change table value" helps a lot, but remembering 10 or more table datas using its indexes is quite time-consuming, and also can we add "contrains table value" behavior?
ex. game.table_name.row_name.cell_name
i will be still looking on some part on gs, but GS is quite a nice software to play.
1- Make overlaps or collide with color. 2- Ability to particles collide with actors, for example the ground to work like the jetpack joyride jetpacks. 3 - Use the devices features, for example: - Camera - Bluetooth - Speaker, etc. 4 - Joystick behaviors 5 - Push-up Notifications
Comments
Arrays
Actor public variables (variables passable between actors)
Loops
Better image organization (the ability to create folders inside the image tab)
Variable organization (the ability to create groups to store variables, ability to reorder variables)
Layer organization (showing the layers tab permanently on the screen like in photoshop for better layer and canvas organization)
thats it so far
cheers
faster loading times
I think of Gamesalad as it's own little programming language, so it should have the features of a programming language, the or (|), arrays/ collections) big and small real numbers, big and small integers, stuff like that,
Cheers
Liamo
PS, oh, and don't forget about the performance issues too.
I'd rather you guys generate a installation package after paying for our yearly membership that is set to expire in a year time than having to have double or triple dependency on 3rd party reliability.
Animation creator for actors.
Arrays.
Zoom in creator.
Performance.
Snap to grid.
making a game for them that is surrounded with distracting content it tough.. even better if there were levels of options to control how much.. because hey some of that stuff might be useful in some situations..
I have opportunities to make games in the "flash game" market, but i can't really make flash like game equivalents because the embed stuff is so cluttered with GameSalad branding and stylized border stuff (like the big play button and all the other stuff).
Also allowing pro version to opt to NOT be auto published in the game salad arcade would also be helpful as some clients want to know their game is exclusive to their site and not mirrored on some other site..
Thanks!
Caleb
-3d creator to make 3d games easier/possible
-more fonts
-automatic text resizing. to make the text fill the actor no matter how big or small the actor is
Maybe I'm not in position to question that things, as i didn't pay (yet) for pro subscription, but it does make me think again
about paying 500$ for product that controls in such a way functionality of my games...
Regarding installation package You've mentioned above, i think its quite silly to make us publish alpha or beta versions somewhere in order to allow for testing, and when game is like 100MB in size and you change one little bug... You need to publish again, testers need to download it again... crazy. Why there is no possibility to export game directly to hard drive and copy it directly to some1's device i.e. through usb cable, that lives next door?
Is my way of thinking correct? I'm pretty new (and excited) to GS thingy, so excuse me possible faux pas.
I just try to rectify, before i spend $500, what i will and will NOT be able to do.
I understand that GS needs to protect its revenue, at last they do that for dosh not just for sake of doing it, but as Ultima said if you will allow us keep our customers happy we will keep paying for GS and i'm sure more people will come to GS platform, because
it is(will be) great tool to work on.
2) if you don't want to push each change though the net, have your internal testers install GameSalad and jut send them the project file. Even better would be to create a private forum for your devs to use and just upload the project file there. Then testers can download the project as desired.
2. The ability for particles to collide with things, like the ground.
3. Layer switching for actors.
4. I know this one would be hard, but squishy objects.
5. Choosing or making the look of the text input thing different.
6. Other device support (USB contoller)
7. # of actors in one spawn actor (ie spawn actor "actor1" "in front of layer" "number of times.."
8. Number 1
thanks for letting me go over my limmit
-Joints and bones
-Better fonts/text editing
-Keep working on the LUA drop.
i would also like the ability to move in and out of layers and interact with them.
1. The ability to PUBLISH iPhone games on the Windows version. Reason why? GameSalad certainly seems to be known for letting people make AND DISTRIBUTE iPod Touch, iPad, and iPhone games, aside from the obvious web-based games. It just doesn't seem fair that this engine is advertised as a game creation engine with Apple Product based capabilities, yet half of the community (the guys that don't have thousands of dollars to drop on a super-computer) can't enjoy that feature to the extent I think they should.
2. Professional Tutorials for the Windows based version. Reason why? The Mac version and the Windows version are hardly identical at all. I, as well as a large number of others, certainly would benefit from some professional steps in the right direction, through tutorials from the creators of the software, when it comes to the Windows version of this program.
1. By on the game salad which, enables the developer to group objects? just like the idea of illustrator's grouping feature.
2. A container, by which we can group objects ( especially objects that might share some common attributes), this container will hold some attributes that only accessible by the children objects ( objects inside the containers ), this container also can be abide to any rules and behaviors.
3. I would to add some naming of variables/attributes in the tables, accessing the table using its the behavior "change table value" helps a lot, but remembering 10 or more table datas using its indexes is quite time-consuming, and also can we add "contrains table value" behavior?
ex. game.table_name.row_name.cell_name
i will be still looking on some part on gs, but GS is quite a nice software to play.
2- Ability to particles collide with actors, for example the ground to work like the jetpack joyride jetpacks.
3 - Use the devices features, for example:
- Camera
- Bluetooth
- Speaker, etc.
4 - Joystick behaviors
5 - Push-up Notifications
And 2 features that P-O-M said:
http://i1112.photobucket.com/albums/k493/roysadaka/particles.png
http://i1112.photobucket.com/albums/k493/roysadaka/LAYER-CHANGE.png