Anyone made a "gamebook" game or think it could work?

eXtraTurnGameseXtraTurnGames Member Posts: 70
edited December 2011 in Working with GS (Mac)
I've always been a huge fan of gamebooks. Choose Your Own Adventure, Lone Wolf and more. A company called Gamebook Games has been cranking out gamebooks on the itunes store, and since they keep making new ones, they must have an audience. I've always wanted to make one and was wondering how Gamesalad might work for creating it.

Possible pitfalls I can think of:
1. How would Gamesalad's text behaviors work with it? Can you resize text dynamically? Can you change text colors?
2. Different pages might result in a large number of scenes, which I think can potentially slow a game down?
3. What if I want a cool "page turning" animation or something. Can gamesalad's text and graphical behaviors do that?

Comments

  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    1. Kind of. You can change text colours and resize text, yes. But... The Display Text behaviour leaves a lot to be desired. It doesn't move words on to the next line if it doesn't fit, it just moves on to a different line mid-sentence which could become REALLY frustrating with a big book.
    2. I'm not familiar with game books (apart from the Goosebumps choose your ending book I had as a kid), but it wouldn't be impossible to do a full book or chapter on one scene... A pain, yes, but not impossible. There are games I have made with over 100 levels that a whole lot faster than a lot of games I've seen on here with a handful of scenes. Optimisation is your friend :)
    3. You cannot have a full page turning but can fake it. DBA made a template (http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./Bargains.html) but I haven't looked at the video so not sure what it's like but will be worth a look.

    Ace
  • CloudsClouds Member Posts: 1,599
    Gamebooks should be pretty straightforward to do with Gamesalad.


    •••1. How would Gamesalad's text behaviors work with it? Can you resize text dynamically? Can you change text colors?

    You cannot control the actual text size "attribute" - but you can easily dynamically (controlled by whatever you want) resize the actor the text sits on, so effectively, yes, you can resize text dynamically.

    Yes you can change text colours - and do so dynamically.

    •••2. Different pages might result in a large number of scenes, which I think can potentially slow a game down?

    You can work around this, there are tricks to keep the whole thing ticking along smoothly - it's not complex.

    •••3. What if I want a cool "page turning" animation or something.

    There is no such thing a 'cool' page turning effect, all page turning effects look like bad video effects from 1991. : ) - but seriously, yes, you can throw something like that together if you can animate.
  • CloudsClouds Member Posts: 1,599
    edited December 2011
    @Ace

    "1. Kind of. You can change text colours and resize text, yes. But... The Display Text behaviour leaves a lot to be desired. It doesn't move words on to the next line if it doesn't fit, it just moves on to a different line mid-sentence which could become REALLY frustrating with a big book."

    The text anti-aliasing, kerning and leading are so awful in GS that if you want to produce a nice looking book I would recommend you make up your text in Photoshop and bring it in as an image.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    @Tynan +100000 - It has always looked disgusting! I've always used images for text. Too bad we can't have custom fonts ever (unless they let us assign an image to each letter) but like you said, if the anti-alaising stays as it is, custom fonts would be pointless, they'd still look awful!

    Ace
  • CloudsClouds Member Posts: 1,599
    @Ace

    also . . . . with regard to line breaks . . . can't you just use the .."\n"... command to break the line ?

    Regardless, I agree that the text behaviour is a bit crappy, certainly for doing a whole book, I would definitely generated lovely anti-aliased and nicely laid out text in Photoshop first and just use that !
  • CloudsClouds Member Posts: 1,599
    Question . . . . ? !

    I took a look at that DBA book template (link above) - and it contains a warning . . .

    "Note II: Due to GameSaladâ™s excessive Memory leak issues. This template does not run smooth when compiled to run in the iPad. The template is a case study only."

    . . . so my question, what is the GS memory leak issue and should I be concerned about it ?



    Cheers

    ?
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Yeah, but I mean that you can't just type away and it'll sort itself out, you have to do it with "\n" every time you end a word that will be at the end of a line... Gets painful after a while!

    The memory leak was in the creator, not the compiled apps, although in the last 2 builds, it seems to me like there may be a slight memory leak back, but regardless of that it doesn't affect the builds. I think they mean that with GS's poor performance and RAM management it won't run too well. That template was made a while back though and GS have made significant performance upgrades since then, and more to come in the next update so I would imagine it's a lot better now.

    Ace
  • CloudsClouds Member Posts: 1,599
    @Ace

    I see what you mean, yep, it's nightmare for long passages - I have tried generating text in a text editor (TextEdit) but when you cut and paste from the text editor to GS you lose all the spaces between the words !!

    Best avoided for book stuff (which is what I am working on).

    Cheers for the info on the memory leak - not sure I understand quite what a memory leak is but I won't let that worry me ! (much).
  • eXtraTurnGameseXtraTurnGames Member Posts: 70
    So I guess the best setup would be: write gamebook, create an image of each page with maybe 3 font sizes for iPhone, 3 for iPad, etc.?

    Text might look a little stretched once you try it on different devices though... and I couldn't let people write up their own character name if I were using pictures, since only text can change a value that shows up in the text on the fly. And I feel like being able to do that would be an important part of creating a good game book.

    Is there any way to have gamesalad change where the line break occurs on its own based on different values, or do you always have to tell it to do a line break manually?
  • PhoticsPhotics Member Posts: 4,172
    edited December 2011
    eXtraTurnGames
    I've always been a huge fan of gamebooks. Choose Your Own Adventure, Lone Wolf and more. A company called Gamebook Games has been cranking out gamebooks on the itunes store, and since they keep making new ones, they must have an audience. I've always wanted to make one and was wondering how Gamesalad might work for creating it.
    I've published three books on the iTunes App Store... The Unofficial GameSalad Textbook and Revisions are still on the store. (A third... Guild Wars: High Ground ...I removed from the store, but it's available on my website.) It would have been cool if I could have used GameSalad to make the publishing process easier, but I had to create my own book engine with Xcode.

    (I also made a comic book with GameSalad, but I also removed that from the iTunes App Store.)

    I think the best way to make the book with GameSalad is to make it more graphical... using artwork and pseudo 3D effects... and with lots of scenes. Replace the text with voice narration. In such a scenario, GameSalad would be exceptional. There is one problem though... no universal binary support.

    My textbook just returned to the "What's Hot" list in the books section of iPhone apps... and it's been on the store for about a year. I think releasing it as a universal binary is part of the reason why it's been so successful.
  • eXtraTurnGameseXtraTurnGames Member Posts: 70
    Thanks Photics! I am also a guild wars fan :) Looking forward to GW2... but back on topic:



    According to this video, multiple fonts and text wrapping is supported in gamesalad?
  • CloudsClouds Member Posts: 1,599
    •••"So I guess the best setup would be: write gamebook, create an image of each page with maybe 3 font sizes for iPhone, 3 for iPad, etc.?"

    Not sure why you would need 3 fonts size for each device, but I don't really know too much above gamebooks, so I will leave that question for someone else.

    •••"Text might look a little stretched once you try it on different devices though... "

    No more or no less than if you were to use GS generated text.

    •••" . . and I couldn't let people write up their own character name if I were using pictures, since only text can change a value that shows up in the text on the fly."

    I am sure you could come up with some creative way of solving that.

    •••"Is there any way to have gamesalad change where the line break occurs on its own based on different values"

    There is an attribute called 'text' - you can do a lot of tricks with that, changing the line breaks seems possible (just tried it) but a little fiddly.
  • CloudsClouds Member Posts: 1,599
    "According to this video, multiple fonts and text wrapping is supported in gamesalad?"

    Yes, there are 14 fonts and you can wrap.
  • eXtraTurnGameseXtraTurnGames Member Posts: 70
    edited December 2011
    I'm imagining myself sizing an actor to the text of a pssage, then making that actor scroll with a touch (if it's too large for one screen) and change (flip animation!) to a new actor with the text for a new passage when it's time to change pages. Would there be any problems with that setup?
  • PhoticsPhotics Member Posts: 4,172
    edited December 2011
    eXtraTurnGames stated:
    Thanks Photics! I am also a guild wars fan :) Looking forward to GW2...
    Also?! I'm very far from being a fan of that franchise. I think the lore ruins Guild Wars 2. The Charr razed and conquered the human homeland, but I'm supposed to be OK with that? I also find the whole fake gods thing to be repugnant. And while I consider the game to be far superior game graphically to Star Wars: The Old Republic, Guild Wars 2 has been in development for far too long. There was supposed to be a beta in 2008. A lot has changed since then. I'd rather make games/apps and pursue real world loot, instead of playing whack-a-mole in a fantasy game.
    According to this video, multiple fonts and text wrapping is supported in gamesalad?
    GameSalad can wrap text. So, an actor can be treated like a text-box... like with Quark XPress / InDesign... but that's where the singularities quickly end. The text can't be styled... no bold, underline, italic or hyperlinks. GameSalad has the ability to embed a web browser, so HTML pages could be placed inside an app... but those pages are not stored locally.


    Once again, GameSalad is just so close from being to do awesome things. Heh, sometimes I think about the disturbing similarities to GameSalad and Guild Wars... two communities waiting years for cool things to happen.
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