Im sure most these things were on the 2011 Roadmap, the timing was all wrong, it never came in 2011.
Yeah, any idea where the roadmap actually went? The last things on it were: September In-App Purchase Game Center Achievements Joints Chrome Store Publishing Lion Updates
October Tables Android Publishing Facebook and Twitter Integration Snap-to-grid
1. There is an error that many people are talking about on the forums, when trying to make the game for kindle and nook where the game creates black bar sidelines that needs to be fixed right away.
Hey All, I just got emailed from PlayerDuel, which looks pretty decent, if that could be integrated that would be awesome il have that as 1. 2. location support 3. camera integration 4. a rule to make the device vibrate 5. customisable embedded browser
A feature I would love to see would be the ability to view a table during testing in the editor and to be able to export the table to disk with the scene/game generated data.
Example I would use this for would be to have a small “Alien Wave” editor in my project which I would define actors to define paths/way points which are written to a table during the game running in the scene editor. So I could drag actors as the game runs to generate their x/y positions etc. I could then export the alien wave data to disk, stop the game, go to tables and import the generated data and voila, alien waves now available in my game.
Hello to the GS team! I'd like to thank you guys and gals for all your hard work. GS is a wonderful product and I've been telling literally everyone that. Now I feel as though many people asking for frivolous things like facebook support and pixel collision are not being realistic. This may be due to the fact that the question was posed; "What features do you want" and not "What features does GS need". In this respect we can look at the features that would benefit the most people, rather than very specific individual features that would benefit only a few.
Asset and Attribute organization
♣ Ability to organize images into subfolders
As the quality of games increases, users are dealing with an increased number of images and attributes. For example, we are working on a project with thousands of images of animated sprites. With no way to sort these images into folders, we are sifting through thousands of images to find the right set and add it to an animate behavior, etc. This is unproductive and tedious.
♣ Ability to organize attributes
To select an attribute from the attribute editor we must sift through a list of over 100 attributes. Disorganization breeds mistakes. The current sorting method is the date of creation, which is not always the order which is most efficient. The ability to move attributes up or down the list would greatly aid organization. Ideally users would be able to create folders for their attributes. The attribute browser already contains folders that contain other folders or attributes (e.g. "Devices" contains "Mouse" and "Touches", etc, folders).
A cascading/explorer-style image and attribute library would solve both of these problems.
Stream-lining
♣ Ability to edit attributes of actor without opening actor.
There is already a window pane on the left side of the editor that displays attributes. Another tab could be added beside "game" and "scene" that says "selection". This tab could update with the attribute list of whatever object was selected. Having to load up an actor just to see or modify its x/y coordinates or adjust it's size and then reload the scene page is ridiculous.
Functionality
♣ Collision options
Having only square and circle collision options is somewhat limiting. Also having the proportions of the circle or square constrained proportionally and not related to both the width and height of the object is mind boggling. In terms of collision, calculating the area of a rectangle is the same as calculating the area of a square, so it is surprising that our collision boxes do not stretch or squash.
♣ URL Return codes
This would open up many new types of app possibilities.
♣ OUYA support
As OUYA will be android based, not much will need to be done in order to support it, other than the unique key mappings related to the controller buttons.
Sorry for the long-winded post. Thanks for everything you've done so far!
Would love to see: - Detachable windows in creator - for multi monitor setups. - Debug log scrolling with new logs [new at top or scrolling down as they occur would be awesome.]
1.custom collisions(this would help so much with performance,we wouldn't have to create a collision actor then constrain it to the position of the first actor.) 2.control order of layers,by that i mean instead of creating 2 sets of the same actor then rearrange them in the layers,we could control the layers with rules,if this happens put layer infront of that layer. 3.universal build 4.zoom,snap to grid,and at the moment when testing an ipad game in the creator the top part of the screen is cut of so screen capturing is no good.
1 UNIVERSAL APP Apple don't like to feature games which are not universal apps. Having this greatly improves our chances of being featured by apple. 2 PERFORMANCE Always going to want improvements here. 3 PUSH NOTIFICATIONS Another good way to promote your game. 4 MULTI PLAYER SUPPORT BETWEEN DEVICES wifi and internet multi player support. 5 CAMERA SUPPORT
1. On GSC for MAC, I would like to see the "back" and "forward navigation" to work like safari, in so much as I can use a gesture to control that. "swipes".
2. Hotkeys, or keyboard based control.
3. The ability to select multiple actors and manipulate them as a group. Such as in fine tuning actors initial position.
4. Perhaps a tool for aligning actors initial position. "Think adobe".
best for last... just came to me....
******** 5. Support for Version Control of projects. Github integration.
I have been using GS daily for 5 weeks and these are a few simple things to change in the interface that would make life easier.
1. Rules - Indicator to show if there is something in the otherwise section without having to open it. 2. Rules - On/Off Button not so near to the open/close panel button and a colour like red for off green for on 3. Game, Actor and Scene - re-order attributes 4. Game, Actor and Scene - insert attributes where not present if you are pasting a rule OR at least highlight invalided rules 5. Images - retain drop order (animation sequences with 01,02 etc suffixes go haywire and need to be re-ordered in GS) and provide folders to help keep everything nice and tidy
-Wireless/USB Gamepad Support [all versions] soon -Wireless /lan/web Multiplayer soon -Outlined Fonts -Organize Attributes (urg) -Custom Fonts -Facebook -Export to Windows soon -In-app for android / windows soon -Tables (more friendly with Rules ex: if table_a row1_column1==custom_attribute then...) -Export to OUYA soon -Export to xbox 360 -Export to Wii -Export to PS3
-Wireless/USB Gamepad Support [all versions] ASAP -Wireless /lan/web Multiplayer ASAP -Joints X Y & Z -Outlined Fonts -Organize Attributes (urg) -Custom Fonts -Facebook -Export to Windows ASAP -In-app for android / windows ASAP -Tables (more friendly with Rules ex: if table_a row1_column1==custom_attribute then...) -Content Download with in-app purchase ASAP -Export to OUYA ASAP -Export to xbox 360 -Export to Wii -Export to PS3 ASAP -Publish to other phones /os, linux etc.
-Wireless/USB Gamepad Support [all versions] soon -Wireless /lan/web Multiplayer soon -Video Import or show from youtube both options -Outlined Fonts -Organize Attributes (urg) -Custom Fonts -Facebook -Export to Windows soon -In-app for android / windows soon -Tables (more friendly with Rules ex: if table_a row1_column1==custom_attribute then...) -Content Download with in-app purchase -Export to OUYA soon -Export to xbox 360 -Export to Wii -Export to PS3 -Publish to other phones /os, linux etc.
1. Spawning - allow passing of other attributes to spawned actors - I use the direction value to modify other behaviours and it can get ugly. 2. Display Text - more programatic control over display text - fonts, colour, size position including vertical alignment 3. Compiler flag so that I can have one codebase and include/exclude Game Centre features programatically 4. Allow override of selected actions/behaviours in instances of Actors 5. Grouping of game attributes into folders
First :sorry for my english, i'm french. :ar! I develop on xna windows for wp7 and xbox, monogame for ios and android. I just started GS for two weeks . so forgive me if i miss some features and posts.
GS creator looks great and I think i hesitate to become a pro member.I would like more precision on the next release. (when and what's new inside) My first impression : Rapid development.Great even the UI might be better. No real bug problems on mac but i cannot run on windows vista with beta 0.10
Top Five features : 1 - Polygon collision I have heard that collision is based on box2d. so why we cannot have at least have a path actor like in gleed2D which is used with farseer physics (based on box2D).youtube on it
2 - Joints
3 - Zooming and magnetic grid
4 - Layers visible/invisible with checkbox or properties
5 - Best debugging with breakpoints and possibility to see attributes value (see visual studio)
Comments
September
In-App Purchase
Game Center Achievements
Joints
Chrome Store Publishing
Lion Updates
October
Tables
Android Publishing
Facebook and Twitter Integration
Snap-to-grid
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
1. There is an error that many people are talking about on the forums, when trying to make the game for kindle and nook where the game creates black bar sidelines that needs to be fixed right away.
2. location support
3. camera integration
4. a rule to make the device vibrate
5. customisable embedded browser
Thanks GS.
A feature I would love to see would be the ability to view a table during testing in the editor and to be able to export the table to disk with the scene/game generated data.
Example I would use this for would be to have a small “Alien Wave” editor in my project which I would define actors to define paths/way points which are written to a table during the game running in the scene editor. So I could drag actors as the game runs to generate their x/y positions etc. I could then export the alien wave data to disk, stop the game, go to tables and import the generated data and voila, alien waves now available in my game.
http://forums.gamesalad.com/discussion/46242/round-up-attention-gamesalad-management-part-2#latest
Best Regards.
KiwiLee
"OUYA is a new game console for the TV, powered by Android."
http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console
Thank you.
I'd like to thank you guys and gals for all your hard work. GS is a wonderful product and I've been telling literally everyone that.
Now I feel as though many people asking for frivolous things like facebook support and pixel collision are not being realistic. This may be due to the fact that the question was posed; "What features do you want" and not "What features does GS need". In this respect we can look at the features that would benefit the most people, rather than very specific individual features that would benefit only a few.
Asset and Attribute organization
♣ Ability to organize images into subfolders
As the quality of games increases, users are dealing with an increased number of images and attributes. For example, we are working on a project with thousands of images of animated sprites. With no way to sort these images into folders, we are sifting through thousands of images to find the right set and add it to an animate behavior, etc. This is unproductive and tedious.
♣ Ability to organize attributes
To select an attribute from the attribute editor we must sift through a list of over 100 attributes. Disorganization breeds mistakes. The current sorting method is the date of creation, which is not always the order which is most efficient. The ability to move attributes up or down the list would greatly aid organization. Ideally users would be able to create folders for their attributes. The attribute browser already contains folders that contain other folders or attributes (e.g. "Devices" contains "Mouse" and "Touches", etc, folders).
A cascading/explorer-style image and attribute library would solve both of these problems.
Stream-lining
♣ Ability to edit attributes of actor without opening actor.
There is already a window pane on the left side of the editor that displays attributes. Another tab could be added beside "game" and "scene" that says "selection". This tab could update with the attribute list of whatever object was selected. Having to load up an actor just to see or modify its x/y coordinates or adjust it's size and then reload the scene page is ridiculous.
Functionality
♣ Collision options
Having only square and circle collision options is somewhat limiting. Also having the proportions of the circle or square constrained proportionally and not related to both the width and height of the object is mind boggling. In terms of collision, calculating the area of a rectangle is the same as calculating the area of a square, so it is surprising that our collision boxes do not stretch or squash.
♣ URL Return codes
This would open up many new types of app possibilities.
♣ OUYA support
As OUYA will be android based, not much will need to be done in order to support it, other than the unique key mappings related to the controller buttons.
Sorry for the long-winded post. Thanks for everything you've done so far!
So if deviceScreenSizeWidth > x use full size images.
Otherwise use reduced size images.
- Detachable windows in creator - for multi monitor setups.
- Debug log scrolling with new logs [new at top or scrolling down as they occur would be awesome.]
2.control order of layers,by that i mean instead of creating 2 sets of the same actor then rearrange them in the layers,we could control the layers with rules,if this happens put layer infront of that layer.
3.universal build
4.zoom,snap to grid,and at the moment when testing an ipad game in the creator the top part of the screen is cut of so screen capturing is no good.
Universal iOS Builds
Open up the Hood for Pro Users! Allow custom modules!
Analytics
Apple don't like to feature games which are not universal apps. Having this greatly improves our chances of being featured by apple.
2 PERFORMANCE
Always going to want improvements here.
3 PUSH NOTIFICATIONS
Another good way to promote your game.
4 MULTI PLAYER SUPPORT BETWEEN DEVICES
wifi and internet multi player support.
5 CAMERA SUPPORT
Here's my current top 5
2. Hotkeys, or keyboard based control.
3. The ability to select multiple actors and manipulate them as a group. Such as in fine tuning actors initial position.
4. Perhaps a tool for aligning actors initial position. "Think adobe".
best for last... just came to me....
******** 5. Support for Version Control of projects. Github integration.
1. Rules - Indicator to show if there is something in the otherwise section without having to open it.
2. Rules - On/Off Button not so near to the open/close panel button and a colour like red for off green for on
3. Game, Actor and Scene - re-order attributes
4. Game, Actor and Scene - insert attributes where not present if you are pasting a rule OR at least highlight invalided rules
5. Images - retain drop order (animation sequences with 01,02 etc suffixes go haywire and need to be re-ordered in GS) and provide folders to help keep everything nice and tidy
2. Facebook API support
3. Video support
4. HTML and Javascript Support
5. Muti Player Support
If anyone else agree with this list or one of the items.. please post them so that the team know how much the community wants these features...
-Wireless /lan/web Multiplayer soon
-Outlined Fonts
-Organize Attributes (urg)
-Custom Fonts
-Facebook
-Export to Windows soon
-In-app for android / windows soon
-Tables (more friendly with Rules ex: if table_a row1_column1==custom_attribute then...)
-Export to OUYA soon
-Export to xbox 360
-Export to Wii
-Export to PS3
1. Spawning - allow passing of other attributes to spawned actors - I use the direction value to modify other behaviours and it can get ugly.
2. Display Text - more programatic control over display text - fonts, colour, size position including vertical alignment
3. Compiler flag so that I can have one codebase and include/exclude Game Centre features programatically
4. Allow override of selected actions/behaviours in instances of Actors
5. Grouping of game attributes into folders
First :sorry for my english, i'm french. :ar!
I develop on xna windows for wp7 and xbox, monogame for ios and android. I just started GS for two weeks . so forgive me if i miss some features and posts.
GS creator looks great and I think i hesitate to become a pro member.I would like more precision on the next release. (when and what's new inside)
My first impression :
Rapid development.Great even the UI might be better.
No real bug problems on mac but i cannot run on windows vista with beta 0.10
Top Five features :
1 - Polygon collision
I have heard that collision is based on box2d. so why we cannot have at least have a path actor like in gleed2D which is used with farseer physics (based on box2D).youtube on it
2 - Joints
3 - Zooming and magnetic grid
4 - Layers visible/invisible with checkbox or properties
5 - Best debugging with breakpoints and possibility to see attributes value (see visual studio)