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

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Comments

  • SandbirdSandbird Member Posts: 69
    edited January 2012
    Something i forgot to add and i cant edit my last post:
    Since custom polygon collision is hard to make at least make it easier to make small actors that we can actually grab/rotate/resize without it popping to a square when we touch it.i have to add 4-5 small actors to a round corner and grabbing it/copying it and rotate it takes me 2-3 minutes to do...Why cant we have copy/paste also ? Copy this instance of the actor and paste it on top of the other so we can easily move it.
  • ozboybrianozboybrian PRO Posts: 2,102
    I know i've posted already but this thing I want has GOTTA BE SIMPLE.

    For the art in your project, have SUB Folders, so we can separate the animations and not get confused finding art or fixing it etc... would be so easy and so helpful.
  • ChunkypixelsChunkypixels Member Posts: 1,114
    Heres another really simple suggestion....

    In the User settings, it should show when users subscription runs from/expires, and send out reminder emails a couple of weeks before its due to expire.

    Right now, I think you have to trawl through old paypal details in order to track it down, but with the 2 month GS account extensions etc, its difficult to know when paid subscriptions are due for renewal, other than waiting for Pro features to suddenly become unusable.
  • xxTigerSharkxxTigerShark Member Posts: 18
    • Lion Fullscreen and Auto Save Support
    • Universal Apps (iPad and iPhone in one)
    • Free Android Publishing
    • More screen size options
    • Custom Collisions

    Hope these can come soon.
  • KudasKudas Member Posts: 14
    1. Universal Builds
    2. Pixel Collision
    3. Joints
  • ultimaultima Member, PRO Posts: 1,207
    please fix splash screen pixelation, it's the first thing that people see after opening your game, why is it not addressed as pixelation with icon? is this apple relation limitation or somewhat of an oversight.
  • Danneman101Danneman101 Member Posts: 59
    edited January 2012
    1-infinity: The ability for one actor to access (at least read but write would also be nice) other actors' attributes.
  • zombieaddictzombieaddict Member Posts: 213
    1 - Universal builds
    2 - Video Integration
    3 - Joints
    4 - Reference attributes inside other actors
    5 - And everything else that you've already told us is on the way fb integration, faster load times, writeable tables etc
  • ultimaultima Member, PRO Posts: 1,207
    @Danneman101 you can already access other actor's attributes.
  • creativeappscreativeapps Member Posts: 1,770
    @ SaladStraightShooter I am happy with tables and request for using change attributes in tables. So we can save levels in tables. Is that possible in next update? If yes then I will wait for next update before start creating individual attributes. Please reply.

    Thanks,
    John
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    You can ask all you want but your Not going to get pixel collision as GameSalad uses Box 2d physics and they DO NOT Support pixel collision
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Publish out HTML 5 version of ours apps outside of arcade to import into website and Apple's new text book software!
  • ozboybrianozboybrian PRO Posts: 2,102
    An update on the Roadmap lol.
  • samnextsamsamnextsam Member Posts: 33
    It's only 1 thing that would be awesome to be able to use:
    1. Joypad controller. It would be great to be able to enable joypad for games. http://getjoypad.com/sdk.html
  • MotherHooseMotherHoose Member Posts: 2,456
    AutoSave!

    @};- MH
  • denydeny Member Posts: 63
    Embed image from camera roll within the actor :)
    thanks
  • mtinglemtingle Member Posts: 41
    the ability to write apps on the ipad. is that even possible? would be cool though (obviously using the viewer would be out)
  • GnomerGnomer Member Posts: 292
    @motherhoose Yes, autosave would be good but should save as another file so it does not save at a point when you make consider going back a step.

    For example your file : Gameproject
    Autosave should save as: Gameprojectauto

    Just to make sure it doesnt overwrite it when you didnt want it too, if you get what i mean.
  • mithraweptmithrawept Member, PRO Posts: 167
    For me, snap to grid would make everything so much quicker to accomplish.
  • creativeappscreativeapps Member Posts: 1,770
    @mithrawept You can try DBA Grid tool its really helpful
  • CasualEvolutionCasualEvolution Member, PRO Posts: 543
    1- better editor with zoom, grid, snap, multiselect, on off layer (like PShop), coord info, etc
    2- parent one actor to other, simplify movements
    3- define arbitrary pivot point of actor, and chance to fix pivot and rotate (combined with point 2, we can make complex structures)
    4- video and animated gif
    5- better performance
  • mikelowemikelowe Member Posts: 177
    edited January 2012
    1. Gamekit Matchmaking
    2. Write to tables while app is running
    3. Custom polygon actors
    4. Joints
    5. Image library sub folders
  • SandbirdSandbird Member Posts: 69
    Actually i just realized something that GS doesnt have.
    Proper For, While statements.
    Not with seconds but with values.
    ex: While game.TouchingFloor = 1
    {
    Do this...
    }

    ex: For game.X = 1 AND game.x < 15 AND game.x ++
    {
    Do this...
    }
  • mikelowemikelowe Member Posts: 177
    @sandbird, that is a very good idea. I would like that. If game salad adds the ability to add actors to a table you could do...

    For actors in table 1{
    Destroy
    }

    This example would destroy them all at the same time
  • SandbirdSandbird Member Posts: 69
    @mikelowe, yes and so much more. I was trying to implement a nested 'for loop' using the current way GS is and its just impossible. Especially for tables its a must.
  • ultimaultima Member, PRO Posts: 1,207
    edited January 2012
    @SSS you guys seen the voting system at drop box? it's great, basically they let users create new feature recommendations and work on ones that's most voted, everyone has 6 votes and every month you get 6 more vote. i think it'll work great for GS. this forum voting ... it's next to impossible to quantify..
  • old_kipperold_kipper Member Posts: 1,420
    device recognition return so you can set up one build that recognises what format/device its on and then returns that as an integer at booting of the app and allows you to load scene sizes, then load and position assets based on rules. this if done by the use of tables would allow close to a universal build with a very low overhead. CUrrently I am working on a set up that uses a core area for graphics of 960 by 600 which will allow me to fairly quick do native graphics for most formats with a few runs through of photoshop actions and resizing of actors (which can be done with the resizer tools). adding just the return of device would make things close to universal build and load native the graphics, and have no blanking panels. perhaps I have missed something in the way of whats in the current editor so forget this if I have. kipper
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    RE: While,For statements feature
    this was most confusing for me, also, @Sandbird … too many/much other language experience!

    and, think it is not confusing for newbies! … who have no coding background 8-}

    GS handles all if, while, for, do while, etc commands. … with simplistic Rule: when
    -when … game.TouchingFloor is true … do this
    -when (All) … game.X = 1; game.x < 15; game.etc. … do this

    (basically all while, for, if, etc. … are conditional statements … the computer assesses the condition and processes accordingly)
    and, in GS we don't have to add the: ands, elseIf, endIf, do; etc. …
    just the Rule's conditions …behaviors and maybe Otherwise: behaviors

    @};- MH
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited February 2012
    I'm not sure what all is planned for the interface, but please make it possible to lock actors so that we can lock the background actor to make it temporarily unselectable on the scene stage. Maybe a lockable layer or just individual lock settings on each actor. This would have NO effect on gameplay, but be useful for game design. On the flip side, why not have a way to display invisible (alpha=0 or self.visible=false) actors during game design so that we can keep better track of them without having to use the scene-->layers tab every time?

    Make the table names appear different from other attributes (color or italics) in the expression editor's attribute browser. Also include a table row/column browser so that I can pick the names of rows and columns instead of having to type them exactly in quotes. I mentioned this elsewhere, but I'd like to be able to use an expression to indicate a table name (e.g. "table"..TableName) instead of just a row or column as I can now.

    Allow attribute comparison bidirectionally in rules with an expression editor on both sides of the equation so that I can say "If table value = 0" instead of always having to create a game.ZERO=0 to compare it to.

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