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.
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.
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.
• Lion Fullscreen and Auto Save Support • Universal Apps (iPad and iPhone in one) • Free Android Publishing • More screen size options • Custom Collisions
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.
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
@ 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.
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
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
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... }
@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.
@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..
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
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
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 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.
Comments
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.
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.
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.
• Universal Apps (iPad and iPhone in one)
• Free Android Publishing
• More screen size options
• Custom Collisions
Hope these can come soon.
2. Pixel Collision
3. Joints
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
Thanks,
John
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
1. Joypad controller. It would be great to be able to enable joypad for games. http://getjoypad.com/sdk.html
@};- MH
thanks
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.
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
2. Write to tables while app is running
3. Custom polygon actors
4. Joints
5. Image library sub folders
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...
}
For actors in table 1{
Destroy
}
This example would destroy them all at the same time
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
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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