I would realy realy want you guys to give us retina tiles, they dont work since the first build with resolution indipendence . And these days retina graphics are standard .. How can we make world maps without tiles?! Its a crucial feature! It realy is should be a simple fix at your end, I see no reason that it wont be fixed in the next build. Please GameSalad give us tiles that works with retina graphics!!
Roy.
SlickZeroHouston, TexasMember, Sous ChefPosts: 2,870
edited February 2012
@creativeapps - "And imagine once native code comes we can add more fun elements in games like air supply."
Don't quote me on this, but I do not think we will have access to any code writing, it will be the same as now, but instead of Lua acting as a middle man, for lack of a better description, it will just be compiled in native code. If that's even what you meant.
Would be good to have more options and flexibility in creator:
I'm always copying and pasting rules so having collapsed rules auto-expand when you paste them is not so good. Being able to copy and paste conditions inside rules would be useful. With rules - when you bring up the list of attributes sometimes the panel is expandable and sometimes not. Make it always expandable. Being able to copy and paste attributes more easily would be good. At the moment you can only do it if you have both expresion editors open at the same time.
We should be able to sort and reorganise the list of attributes.
I use a lot of instances. Being able to access them more easily would be good. At them moment every time I go back to the scene > layers tab the groups of layers are auto-collapsed.
I can't open the XML files in a text editor if they are too big. If you can give us a way so we can mass edit things more easily that would be great. So we can avoid having to open up lots of instances individually to make the same change in each one.
1. Ability to turn Playhaven off with a boolean switch. While I don't mind Playhaven in a free/lite version - if the user unlocks the full game through IAP, I wouldn't want the Playhaven ad to still show.
2. Keyboard input - ability to set character limits. At the moment, you can name an in-game character with a limitless really long name. The only work around at the moment is to limit the actor with the display text behaviour so it cuts off at a certain number of characters.
Being able to manage game center better would be good.
So behaviours that can detect if game center is already logged in. Or if an internet connection is available.
Logging in can take ages sometimes (not a GS issue obviously). So being able to bring up a load screen would make sense. As while it's connecting it can mess up functionality of the game.
1. Allow the rule "overlap or collide" to work in actors with physics "movable" turned off. 2. Allow collision shape (rectangle or circle) to work in actors with physics "movable" turned off.
Having the display text behaviour work clearly on ipad and retina screens would be good. In fact, someone who bought Honey Tribe on iPad even bothered to email me via my site to tell me the following:
"Today I bought honey tribe HD. A beautiful game, beautiful graphics, but the letters are horrible, it's for an iPad, people!"
As IAP is now done and removing Lua (thus improving performance) is coming I'll not add those :-)
1. Pixel Collision 2. Facebook Connect / Multiplayer (all the best games have this now!) 3. Tiles / Snap to Grids 4. Ad mediation to properly monetize free games 5. Expose code option (like Stencyl does)
1Camera/mic access 2movies 3inner features such as led light, settings options,gps,push notifications,vibrator 4spritesheets 5gamecenter achievements 6coustom loading screen and we already have iap (ps dont give me sas for having 6 @thecodemonsters has 7)
1. Pixel collision. Not only square and circle actors/collisions. Custom collision shapes! 2. Sorting of actors in editor, with sorting choice saved when you open and close actor for example. Folders for actors etc. 3. Loading screen fade out and in and/or custom loading screen option 4. Grid, snap to etc. 5. Select multiple actors with cmd etc.
Inheritance. As in, if I have 5 enemies and they all vary just by a few logic blocks, I can make a base enemy and inherit them all from it. Im not talking anything crazy advanced, just 2 layer deep prototypes. That is super powerful. -Make the main enemy -Have some simple method of copying as a child. -in that childs logic, have a block that says "locked parent logic" -other logic is local the the child.
The other option is having custom functions that actually change in all instances when they are edited. This would be simple, you just have an area where you edit the template functions, and they propagate to all places where they are used. If you make a big custom function, you can make that basically work as an inherited logic actor.
Right now the custom functions just work as copies.
I want the ability to do iPad retina games ASAP, we are missing out on the push with all new retina iPad games, and I can't imagine it being much work to enable after the iPhone version.
As jonmulcahy said. Please do something for the new iPad! I tried to add the bigger images manually and they shows good on the GS project but on the adhoc everything bigger than 1024 px is showing as a white image. If it's a server issue please fix it as soon as possible
1. System Resources ie camera/led/vibration/microphone 2. Better engine performance and stability. 3. Universal builds. 4. Being able to edit actors attributes without having to open the actor. 5. Custom collision shapes
1). color coding for rules and groups etc. 2). save all and load all behavior (saves all game attributes to unique keys and loads those too so we dont have to make a behavior for every attribute we want to save) 3). off center rotation (without having to do all the math) *4). ability to assign unique signatures to prototype instances as they spawn *4.5). ability to have an actor that also gets assigned a signature and does behaviors according to the actor of type "xxx" with the same signature as itself 5). I forget what I was going to say so I'll post again later if i remember
oh i just remembered, i think we should be able to have custom scripts that we can put into the list of behaviors... I also noticed that sometimes when you move anything that deals with changing an attribute into a new group or rule etc. it will most of the time erase the end result of that behavior. This would be nice to have fixed as well as possibly being able to copy and paste rule sets from one project to another and if an attribute has the same name, the rule will read that and make that its contents instead of putting it as (null) >:( very frustrating...
I would really love to see 1. Snapping grid similar to Xcode (so it's not so hard to line things up strait) 2. Folders In actor view (gets really cluttered) 3. When making a button automaticly have button darken (when pushed) similar to Xcode 4. Microphone access, saving sounds 5. and EXPORTING to Xcode and such
Comments
And these days retina graphics are standard ..
How can we make world maps without tiles?! Its a crucial feature!
It realy is should be a simple fix at your end, I see no reason that it wont be fixed in the next build.
Please GameSalad give us tiles that works with retina graphics!!
Roy.
Don't quote me on this, but I do not think we will have access to any code writing, it will be the same as now, but instead of Lua acting as a middle man, for lack of a better description, it will just be compiled in native code. If that's even what you meant.
Edit: Nevermind. I'm lacking sleep.
1. Let GS Users save their projects as Native Apps.
This will solve the performance & memory problems GS apps are known for.
And I bet all those using other 3rd party app builders will surely go for GS.
If "CompetitorWhoMustNotBeNamed" can do it, i'm sure the GS staff can.
Grant us our wish please.
Cheers!
I'm always copying and pasting rules so having collapsed rules auto-expand when you paste them is not so good.
Being able to copy and paste conditions inside rules would be useful.
With rules - when you bring up the list of attributes sometimes the panel is expandable and sometimes not. Make it always expandable.
Being able to copy and paste attributes more easily would be good. At the moment you can only do it if you have both expresion editors open at the same time.
We should be able to sort and reorganise the list of attributes.
I use a lot of instances. Being able to access them more easily would be good. At them moment every time I go back to the scene > layers tab the groups of layers are auto-collapsed.
I can't open the XML files in a text editor if they are too big. If you can give us a way so we can mass edit things more easily that would be great. So we can avoid having to open up lots of instances individually to make the same change in each one.
1. Ability to turn Playhaven off with a boolean switch. While I don't mind Playhaven in a free/lite version - if the user unlocks the full game through IAP, I wouldn't want the Playhaven ad to still show.
2. Keyboard input - ability to set character limits. At the moment, you can name an in-game character with a limitless really long name. The only work around at the moment is to limit the actor with the display text behaviour so it cuts off at a certain number of characters.
So behaviours that can detect if game center is already logged in. Or if an internet connection is available.
Logging in can take ages sometimes (not a GS issue obviously). So being able to bring up a load screen would make sense. As while it's connecting it can mess up functionality of the game.
2. Allow collision shape (rectangle or circle) to work in actors with physics "movable" turned off.
2. multiplayer mode (via bluetooth or wifi) like joypad controller
"Today I bought honey tribe HD. A beautiful game, beautiful graphics, but the letters are horrible, it's for an iPad, people!"
1. Pixel Collision
2. Facebook Connect / Multiplayer (all the best games have this now!)
3. Tiles / Snap to Grids
4. Ad mediation to properly monetize free games
5. Expose code option (like Stencyl does)
YESSSS completely agree!
2.More Behaviors
3.Code
4.Universal Binaries
5.Faster app
- Video
- Snap to Grid
- Performance Boost
- Flash Publishing
-Pixel/Polygonal Collision
-Arrays
-Calling a local attribute in another actor
-Code option
The ability to import all of our own graphics for icons rather than having them resized for us.
Loading wheel options (including an option to not use a loading wheel).
Universal Binaries.
2. Sorting of actors in editor, with sorting choice saved when you open and close actor for example. Folders for actors etc.
3. Loading screen fade out and in and/or custom loading screen option
4. Grid, snap to etc.
5. Select multiple actors with cmd etc.
As in, if I have 5 enemies and they all vary just by a few logic blocks, I can make a base enemy and inherit them all from it. Im not talking anything crazy advanced, just 2 layer deep prototypes. That is super powerful.
-Make the main enemy
-Have some simple method of copying as a child.
-in that childs logic, have a block that says "locked parent logic"
-other logic is local the the child.
The other option is having custom functions that actually change in all instances when they are edited. This would be simple, you just have an area where you edit the template functions, and they propagate to all places where they are used. If you make a big custom function, you can make that basically work as an inherited logic actor.
Right now the custom functions just work as copies.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
2. Performance (may be fixed by #1)
3. Cheaper Pro membership
2. Better engine performance and stability.
3. Universal builds.
4. Being able to edit actors attributes without having to open the actor.
5. Custom collision shapes
Thanks
2 - System performance
3 - JOINTS
4 - JOINTS
5 - JOINTS... Please
2). save all and load all behavior (saves all game attributes to unique keys and loads those too so we dont have to make a behavior for every attribute we want to save)
3). off center rotation (without having to do all the math)
*4). ability to assign unique signatures to prototype instances as they spawn
*4.5). ability to have an actor that also gets assigned a signature and does behaviors according to the actor of type "xxx" with the same signature as itself
5). I forget what I was going to say so I'll post again later if i remember
*{4,4.5}* : for making more intricate minimaps
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
1. Snapping grid similar to Xcode (so it's not so hard to line things up strait)
2. Folders In actor view (gets really cluttered)
3. When making a button automaticly have button darken (when pushed) similar to Xcode
4. Microphone access, saving sounds
5. and EXPORTING to Xcode and such