Attention Gamesalad Management: What Features Do You Want? Round 2

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  • liamoliamo Member Posts: 191
    I just want Gamesalad to stop crashing when you quit it, crashing when you don't quit it and performance.
    (and give us a custom loading wheel while your at it, the current one makes me weep)
    Also a portal would be awesome to, like unitys union.
    http://unity3d.com/union/

    Cheers
    Liamo
  • Trapper74Trapper74 Member Posts: 45
    for the very near future…

    1. POLYGONAL coliisions (per pixel collisions aren't possible in Box2d)

    customizable ones would be super super awesome
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    2. Performance.
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    3. UI improvements

    performance, organisation. navigating often feels sluggish and unresponsive (i'm using a 27in imac i7 with 8gb ram so this is a bit frustrating) ability to zoom in, both in work area and when testing would also be very welcome :)
    ------------------------------------------------------------------------------------------------------
    4. Game Centre

    reeeeeally easy to implement game centre stuff, whole thing confuses me a little to be honest
    ------------------------------------------------------------------------------------------------------
    5. Multi Touch Testing

    ability to test multiple touches inside gamesalad.
    i.e if i have an image that zooms when tapped with two fingers i don't want to have to publish to the device just to test. perhaps we could push a number on the keyboard to correspond with how many touches we want to use when we click?
    ------------------------------------------------------------------------------------------------------

    after thoughts

    would also love to see the GS loading thingymajigger changed, it needs to be removable and or be customisable with our own animation and location… but i've had my top five :P

    oh and some form of logger so i know whats doing what when testing, debugging can be a nightmare sometimes in a complex scene
  • RondoRocketRondoRocket Member Posts: 411
    edited December 2011
    1. Universal Builds
    2. Pixel Collision
    3. GameCenter Achievements
    4. Custom Loading Wheel - think this one has been requested to death... heck I'd be happy if someone just hit the "off" switch
    5. In App Purchase

    I saw a couple people requesting 3D. Is that even being considered? That would be amazing if it was! Seems like a pretty massive undertaking but to be able to make a game like Zombie Gunship would be so cool! Love that game. =)
  • App SurgeApp Surge Member Posts: 651
    1. Performance
    2. IAP
    3. Easier custom fonts (add .ttf files)
    4. GC Achievements
    5. Tables and Arrays


    "Project B" WIP Game
  • ChobbifaceChobbiface PRO Posts: 491
    In the GS creator, to have an official GS section when you search for templates e.g. Gamecenter, Official cross-platformer controller. It's a bit of a mess at the moment, and would look a lot more professional
  • imissu2imissu2 Member Posts: 12
    1. Arrays, urgent need.
    2. Import movies.
    3. PIxel collision.
    4. In-App perchase.
    5. Lock layer ( can't move anything in that lock layer).
  • 68kStudios68kStudios Member Posts: 219
    1. More options for "display text" behavior (like outlined text, or more fonts)
    2. A better collision feature
    3. Universal Builds
    4. Better user interface for GS creator
    5. Improve GS creator stability
  • CharmandermonCharmandermon Member Posts: 14
    You can go ahead and close this forum...The first thread was sufficient. I want the same thing I asked for last time 6 months ago..and still have got nothing except small updates with bugs and delayed announcements
  • CloudsClouds Member Posts: 1,599
    1. User interface redesign - GameSalad is simply fantastic but the user interface feels like something from 1997 - I have an enormous monitor but still have to spend hours clicking back and forth swapping between small windows for doing the most trivial edits - for example: double clicking to see an actor's attributes every time you need to adjust something really really slows things down, can this info not just be in a separate (always present) window ?

    - - - - - - - - - - - - - - - - - - - - -

    2. Basic scene layout / creation tools (duplicate, snap to grid, zoom, transform, rulers, guides, multiple select, constrain when alt+dragging, alignment tools, more keyboard commands . . . etc etc).

    - - - - - - - - - - - - - - - - - - - - -

    3. Custom collision shapes (or a larger range of preset shapes).

    - - - - - - - - - - - - - - - - - - - - -

    4. Access to the microphone (ability for people to speak into the mic and GS grab the audio for game use)

    - - - - - - - - - - - - - - - - - - - - -

    5. Improved anti-aliasing on fonts, the current AA is pretty poor, I couldn't use the in app text as my clients would simply reject it.
    (for example, can you imagine GS generated text with the poor AA and questionable kerning appearing on somewhere like Apple's website)

    - - - - - - - - - - - - - - - - - - - - -


    Anyhow, improvements aside, I think that generally GS is an excellent tool, keep up the great work !

    : )
  • CloudsClouds Member Posts: 1,599
    I know we were only meant to list 5, but I just want to quickly echo CBL's point (above).

    I tried GS a while back (a year or so) - and rejected it as a professional platform after clicking through some of the demo templates that first pop up, it was full of terrible half finished, poorly designed and badly implemented games (most of them literally junk) - and the few games that looked as if some effort was put into them were pretty unimpressive, considering what can be achieved with GS it's a shame to have your 'shopfront' so full of these poor quality examples.

    It was only much later after seeing some really impressive stuff (on Youtube) done on GS that I decided to take another look - and I am glad I did.
  • mu-kowAPPSmu-kowAPPS Member Posts: 233
    edited December 2011
    1. IAP
    2. Tables/arrays
    3. Joints
    4. Pixel collisions
    5. Custom fonts, or just more fonts built in
  • RUPASRUPAS Member Posts: 823
    Just ask for a fluid system without cuts, and a BIG improvement ram and load times, definitely a GameSalad without errors.
  • DigiChainDigiChain Member, PRO Posts: 1,288
    No one's listening but... improved performance please!

    ... yep, knew it, no one's listening....
  • Benjamin_m5Benjamin_m5 Member Posts: 646
    edited December 2011
    - Font Editor, that we mustn't make our font for retina displays and custom fonts by ourself anymore

    - In-App purchase (for no-pros members too)

    - Custom Collision Shapes (Collision shapes like only the picture without the transparent pixels

    - Universal Builds (for no-pros members too)

    - Custom loading wheel (for no-pros members too)
    ---
    Benjamin
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    -Different forms of loading images,
    - In-app purchase for free users
    - More ways to customize particles
    - Movies!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    - Import GIF's as is
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    IAP will definitely not be a free feature and I agree with that. GS Pro is for Pro members to add monetization to their apps. IAP is a big monetization feature. Free users are really lucky that they can publish for iOS for free.

    Ace
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    yeah i hope iap will only be pro only and stay pro only
  • ozboybrianozboybrian PRO Posts: 2,102
    Group / Tag options in the actual actor itself.
  • mithraweptmithrawept Member, PRO Posts: 167
    1. Snap to grid
    2. IAP
    3. General performance
    4. Universal
    5. Detachable sidebar
  • ultimaultima Member, PRO Posts: 1,207
    edited December 2011
    for mac publishing.
    ability to import image that's same as the scene resolution:1280x800
    "always on top" window behavior, besides the start with full screen.
    ability to publish with screen shot smaller than scene resolution of 1280x800, while we can by pass this by creating fake screen shot during publishing, it's just unnecessary.

    would be nice to see some new feature for the long forgotten mac publishing option.

    +1 for ozboybrian. the actor should act much like objects in illustrator or photoshop... command select, control A to select all, layer locking etc...
  • dotsonj23dotsonj23 Member Posts: 316
    Here are my 5 in order of preference:

    1. Allow us to dump the memory being used by an image when we want to do it. For example, there could be a behavior called "dump images" with a drop down menu listing all images in the project and we could select/check as many or as few as we want. We could then trigger the dump of those images based on a rule (e.g., event, condition, etc...). Of course you would have to be careful to only dump when the image is not being used (or is not visible) and then it could be loaded again, if needed, when you trigger it by using a change image for the actor or a change attribute self.image (since after dumped the actor would just be a blank white image until another image is added again to the actor). That in combination with the current dump of unused images when system resources reach their limits, if used correctly, would greatly improve performance issue (and my guess is solve almost all the issue related to resource limits). The current method (only dumping upon change scene or when system resources are close to maxed is not sufficient alone since as it currently is right before the dump due to a system resource issue the frame rate drops and/or you get occasional crashes or jitter. IMOP this should be the #1 priority since without it we can't effectively create huge games, which makes us noncompetitive with others using other SDKs or Xcode.

    2. Arrays/Tables

    3. Joints

    4. Font editor (great suggestion Tshirtbooth). FYI, I think I know a way to do custom fonts but you can't use the iOS keyboard to do it but would rather have to use the old method of creating your own keyboard. It would also entail a lot of game.attributes if doing anything other than allowing the user to enter a name or a couple of words. And I expect setting it up to do anything more than two or three 8 letter words would heavily tax the system resources. The basic idea is use the keyboard example out there already. Create a game.attribute (integer) called "#ofLetters". Now create 8 images in photoshop without any actual image (i.e., just blank projects/images with alpha set at 0) and import those into GS and create 8 actors with them (call them Letter 1, Letter 2, Letter 3, etc..... Now place them each in the scene in order where you want them (they won't initially be visible since they are blank and alpha is 0). Then create the images to be used for your fonts for all letters and save them like this A.png, B.png, C.png, etc.... and import into GS. Now create rules for each letter on the keyboard, when touched --> change game.#ofLetters to game.#ofLetters+1. Then create rules within each actor/letter on the keyboard like this: (example is for the letter D) when touched & when game.#ofLetters =1 --> change attribute scene.layer.[whatever layer your 8 actors are on].Letter1.Image to D. That will effectively change the image for the first Letter Actor (Letter 1) to the D.png image. You would then need to set up seven more similar rules in the D keyboard actor for when game.#ofLetters=2, 3, 4, 5, 6, 7, or 8. You would also need to do this for every key on the keyboard. But I believe doing this would allow you to create your own fonts and allow user input to enter names or short sentences. (Note a "space" would not require a change image because you would want the image to remain blank). One issue with this approach is that if you do not use a font that is proportional (forget the term) you will likely have spacing issues, although you could probably create rules to deal with that as well (but again that would likely get rule intensive). This is all theoretical since I don't particularly need custom fonts at this point in my game but if anyone tries it and it works (or works with some modification) it would be nice if you posted about your experience.

    5. Ability to open and edit two actors at the same time.
  • ChirpinGamesChirpinGames Member, PRO Posts: 214
    1. Improved performance and fps
    2. More control over memory management ( allow us to choose when to release objects from the memory )
    3. Custom fonts
    4. IAP
    5. Joints
  • zapposhzapposh Member Posts: 65
    1. Joints
    2. Universal Builds
    3. Pixel Collision
    4. In App Purchase
    5. To easily make games multi language (language tables?)
  • gsmetzergsmetzer Member Posts: 31
    1. Performance. No camera stuttering. Less loading.
    2. Custom Loading animation
    3. Performance Analyzer. Would be cool to see whats going on in the preview that cause lag or FPS drops. Also would be great to see Attributes along the side.
    4. Custom Fonts
    5. Attributes and Layers as separate editor windows.
  • MediaBrosMediaBros Member, PRO Posts: 26
    Attention Gamesalad Management: What Features Do You Want?

    How bout making the current features work..that sounds like a novel idea! $500 for a whole year of update problems. I feel I've just got robbed but in the most polite way of course. Yeah yellow notes certainly do calm the situation to a degree. But i feel like I've just had a promise from a liar. i could sit here and say well done Gamesalad, you're doing a great job. But in the current scheme of technology advances, blind loyalty hardly ever pays. So here's the one thing you can do for me, just fix the publishing AKP problem on the android and all will be good. Peace
  • WTDeveloperWTDeveloper Member Posts: 352
    1.Better Performance
    2.Custom Fonts
    3.Joints
    4.IAP
    5.Snap to grid
    6.GUI Elements for Utility Apps (like in Xcode)
    7.Arrays and Tables
    8.Universal Builds
    9.Movies (for no-pro members)
  • FLPAppsFLPApps Member Posts: 34
    There is one thing that I would really like that I don't think anyone has ever asked for yet:

    Install-able files! .dmg for Mac and .exe for Windows! (I'm not a developer for the Mac App Store, and I don't buy Apps, so I don't know if you get a .dmg file or not). You could post it on your own website and you don't have to pay any fees to anyone.

    FLPApps
  • ChirpinGamesChirpinGames Member, PRO Posts: 214
    Acutally can I please change mine. Id like to remove joints and add custom loading bar. Joints I can wait for but that bloody ugly loading wheel needs to go!
    Cheers,
    Mark
  • simo103simo103 Member, PRO Posts: 1,331
    would like to add my voice to those calling for workflow improvements. Many actions are repetitive so the more steps needed to complete each can make game development take a lot longer than required. The great thing is .. a few fixes can provide great results ... as mentioned previously .. imagine a floating pallet that when you click actors in the scene it changes to show that actor attributes. Imagine clicking and holding an actor in scene and a small floating panel shows with it's x and y. Presently jumping around from actor to actor takes 4-5 steps that are not needed ...



    Apps and GS Freebies at FunkyMunkyGames.com
  • SparkyidrSparkyidr Member Posts: 2,033
    @simo103
    The day that happens, I might do a little bit of crying....in joy of course.
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