How long after learning GS did you release your 1st game?

EbreezeEbreeze Member, PRO Posts: 481
edited November -1 in Working with GS (Mac)
6 months
0 games
Still developing my skills
«1

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    I think it was about 6 months for me - mainly because publishing to the app store wasn't available when I started! :O

    However, I see that as a good thing - like yourself, it meant I had a pretty good understanding of how GS worked.

    It's easy to rush to publish, when really more time should be spent learning how to use the tool.

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • SingleSparqSingleSparq Member Posts: 1,339
    8 months
    After 3 games getting it down to 4-6 months
    This is when I have free time kinda work - if I did it full time I could get it down to 2-3 months
  • aarioaario Member, PRO Posts: 256
    its been 5 months for me:

    4 different games
    + 2 free versions
    + 1 iPad version
    + 1 utility app done in Xcode
  • freon1200freon1200 Member Posts: 50
    i havent published yet, but shootin for maybe next weekend. ive been almost 3 months, watchin a TON of youtube videos. tho till mine is pubilshed, i guess i cant officilly answer XD
  • BSideGamesBSideGames Member Posts: 392
    One year
    6 games

    plus
    1 other game not made with GS

    Asher Scott
    B-Side Games
    http://bsidegames.weebly.com/
  • LumpAppsLumpApps Member Posts: 2,881
    I believe I started in february and have released a percussion app (Pandeiro), a shuffleboard game (Penny Shoel) in English an Dutch, an reflex game (Kung Fu Finger).
    I also entered the TOTB contest with Shell Ops and that game is half finished, mostly level design and some tweaking. Last 1.5 months I have been working on Kung Fu Finger 2. The last one will have lots of improvements like a level picker, game center, in app achievements (prepared for gc).
    I could work with gs from the beginning although I am getting better at it every day.
  • DigiChainDigiChain Member, PRO Posts: 1,288
    From downloading GS software to releasing my first game took about 6 weeks. No templates used and all gfx created by myself. Its extremely fast to pickup and use and I got a lot of my quaestions answered here on the forum.

    If interested - that game made in six weeks is here:
    http://itunes.apple.com/us/app/aimless/id449688749?mt=8

    To be honest I've learn't a lot more since, and some of that knowledge would have been very helpfull in making the fist game.
    My second game is taking a lot longer though!
  • MSStudiosMSStudios Member Posts: 54
    Finished my first game 2/3 months after learning GS (spent all of summer learning), however, not being able to publish due to server errors
  • MSStudiosMSStudios Member Posts: 54
    Digi-chain said:
    My second game is taking a lot longer though!

    My second game is also taking a lot longer ;)
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    every Game is Different But I published my first Game 3 months after starting with GameSalad.
  • LumpAppsLumpApps Member Posts: 2,881
    I forgot to mention I also have a prototype for another game. My first idea. But this game wil be big so I will first publish some other games to try and get some money and time.
    I have a script ready for another cool game which I will do after Kung Fu Finger 2 and Shell Ops. I have some bands involved in this for background music to fit the theme. What theme it is is still a secret but I think it will be awesome.
    I hope to raise enough money one day to have other people build my games so I can do concepts, artwork and scripts only. And marketing off course.
  • MammothMammoth Member Posts: 640
    I made a really simple a game in about 1 month. But I have been making games for sometime before that including and XBLIG

    www.mammothinteractive.net
  • chicopchicop Member Posts: 263
    12 months, half a game done, 0 release...
  • chicopchicop Member Posts: 263
    quantumsheep said:

    It's easy to rush to publish, when really more time should be spent learning how to use the tool.

    QS :D

    its been slow process for me but i agree, ive been able to solve more issues on my own now and also understand the feedback given in the forums better. Also its competitive out there and i want to be sure when i release if feel it has a chance to succeed.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Like chicop, it's been a slow process for me also. I've been using GS for over two years now, I'm pretty much certain, yet haven't any finished apps yet. There are quite a few reasons why which I won't bore you with; except to tell you that I've other creative pursuits that tend to "steal my time".

    When my first app is ready (end of October, fingers crossed), my other 4 apps should roll out fairly steadily after that. (They are all in different states, though most have at least a quarter of the work done to them each). I'm aiming on having all 5 finished by the end of 2012, i.e just under a year and a half's time. A year and a half is probably too optimistic, but I'll wait and see...

    ----------------------------------------------
    http://davidgriffinapps.co.uk/

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • firemaplegamesfiremaplegames Member Posts: 3,211
    I released Danger Cats! 11 days after learning about GameSalad. I didn't sleep much ;)

    Absolutely life-changing software.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    firemaplegames said:
    I released Danger Cats! 11 days after learning about GameSalad. I didn't sleep much ;)

    Absolutely life-changing software.

    Showoff!!!
  • LumpAppsLumpApps Member Posts: 2,881
  • OtherGuyStudiosOtherGuyStudios Member Posts: 26
    Can none answer my thread or post? Can you get a gamesalad game to run in the bg of your iphone even though you have pressed the home button? e.g. Like an alarm clock does. I need that function. Also does GS support push notifcations?
  • JamieOneilJamieOneil Member Posts: 877
    Im going to tell the truth, i had only been using it a few weeks, i was rushing.
    But i know have learn't from my mistakes.
  • GruntGrunt Member Posts: 109
    Three months for first game. But I had programing and technical experience. These three months included graphics, animation design etc. I learnt it hands on. i mean i learnt overall software and then each behavior as required and as the project went on. i thought most people would do it like that.

    Started 27th April, apple approved 25th july
  • MammothMammoth Member Posts: 640
    Ebreeze said:
    6 months
    0 games
    Still developing my skills

    I would release a really simple game to go through the process of releasing. Releasing is the hardest part of production. You have to go through that process at least once.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    firemaplegames said:
    I released Danger Cats! 11 days after learning about GameSalad. I didn't sleep much ;)

    Absolutely life-changing software.

    WOW, Amazing.

    My first game was released like 2-3 weeks from when I knew the software, but was a Really BAD Game (Its not longer on the app store, and it was NOT an ePig Game), then release another bad game (Same as the other parenthesis). But when I started with my ePig Games, it took me like 4 month, and thats was like my real game.
  • EbreezeEbreeze Member, PRO Posts: 481
    Thanks Mammoth

    I'm just curious, what kind of hardships does one experience during a first release?
  • imissu2imissu2 Member Posts: 12
    3 weeks, I just published 2 hours ago(70% of the time on debugging).
    It's hard after you hit the wall "couldn't publish cause the file error."
  • HypnorabbitHypnorabbit SingaporeMember Posts: 272
    Taken about two years learning and learning. And still learning! First App out a few days ago.

    Check it out if interested: http://itunes.apple.com/au/app/mesoblastic/id476833682?mt=8

    JGD
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    After 2 weeks:
    Released 'contented baby sleep' basically a customisable sound board to send babies to sleep, also had a colour changing relaxin touch screen thing.

    Then 3 or 4 months later:
    My first full game ''quake builder'

    Then a few versions of that , lite etc.

    Then spent a good 8 months starting different projects, learning so much more.
    Eventually released 'escape artist' which I'd started for the first totb competition.

    Then spent 1 week making an iPad version of my contented baby sleep app.

    Then many more months slowly working on a big point and click adventure still not finished.

    Now about 1 month on my current invaders game
  • svnsvn Member Posts: 445
    February 20th, 2011-November 8th, 2011. After many prototypes, I decided that I should start small. I am having a good time coming up with levels and new game elements. In fact, just 27 minutes and 34 seconds ago(as of posted time exactly) I built a Pachinko-themed level!
  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    I started one month ago and released today my first game with 15 levels.
    I worked 4 weeks, each day 12-14 hours on it...

    see ya
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