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
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
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.
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.
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!
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.
It's easy to rush to publish, when really more time should be spent learning how to use the tool.
QS
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.
gyroscopeI am here.Member, Sous Chef, PROPosts: 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...
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?
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.
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.
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.
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.
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!
Comments
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
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
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
4 different games
+ 2 free versions
+ 1 iPad version
+ 1 utility app done in Xcode
6 games
plus
1 other game not made with GS
Asher Scott
B-Side Games
http://bsidegames.weebly.com/
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.
Lump Apps and My Assets
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!
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.
Lump Apps and My Assets
www.mammothinteractive.net
http://gamesalad.com/blog/2009/11/12/interview-with-z-is-for-zombie-creator-jonathan-mulcahy/
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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...
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http://davidgriffinapps.co.uk/
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Absolutely life-changing software.
Lump Apps and My Assets
But i know have learn't from my mistakes.
Started 27th April, apple approved 25th july
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.
I'm just curious, what kind of hardships does one experience during a first release?
It's hard after you hit the wall "couldn't publish cause the file error."
Check it out if interested: http://itunes.apple.com/au/app/mesoblastic/id476833682?mt=8
JGD
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
I worked 4 weeks, each day 12-14 hours on it...
see ya