Are we allowed to mention other game making software? I have ideas! That I stole lol!

ozboybrianozboybrian PRO Posts: 2,102
edited December 2011 in Working with GS (Mac)
I was checking out other game vids today to see how they do things.

I won't mention any names, unless i'm allowed to for GS designer reference to see how they do it?

Tabs - A new tab opens when you go into an actor, rather than loading and re-loading. This could be good for less loading and also for when you want to undo in the main scene, (because you can't undo once going into an actor then going back)

Pre Set Joysticks with Graphics - I SUGGESTED THIS THE OTHER DAY! lol.

iPhone Border when testing on the Mac - Gives you an even better perspective on how the finished product will look.

Universal Apps - So you make it for one platform but it adjust all sizes etc for other platforms so you can publish it to it straight away. (I think that's how it works on the video I watched) great idea either way.

More Custom Common behaviours - There's things we do so much! like when "Button" is pressed other actor is destroyed.
What about a behaviour called "Destroy actor when button is touched" Rather then setting up a boolean or index etc etc... TIME SAVER!

I'm sure some of these are being worked on already, but just using the "discussion Forum" for Discussing... please don't ban me lol.

I really just want more functionality. Joints and everything are great, but ease of use is awesome.

Excited for Sprite Sheets personally : )

PS - GS is still ahead from what I think, but there's definitely some cool ideas i'd like to see them "Borrow" ;)

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    edited December 2011
    Well gamesalad is already extremely to use, dont see how it could get easier. And we can already make our own custom behaviors. Take the time to learn the software, and keep practicing, if you get stuck on something keep trying yourself even if it takes you days or a week. If you think of something dont just post right away about how to do it, try it yourself first for a while. Thats how you learn, it takes a lot of effort. Just keep practicing and gamesalad will be a breeze for you.
  • MotherHooseMotherHoose Member Posts: 2,456
    @ozboybrian
    Tabs - A new tab opens when you go into an actor, rather than loading and re-loading. This could be good for less loading and also for when you want to undo in the main scene, (because you can't undo once going into an actor then going back)

    Pre Set Joysticks with Graphics - I SUGGESTED THIS THE OTHER DAY! lol.

    iPhone Border when testing on the Mac - Gives you an even better perspective on how the finished product will look.

    Universal Apps - So you make it for one platform but it adjust all sizes etc for other platforms so you can publish it to it straight away. (I think that's how it works on the video I watched) great idea either way.

    More Custom Common behaviours - There's things we do so much! like when "Button" is pressed other actor is destroyed.
    What about a behaviour called "Destroy actor when button is touched" Rather then setting up a boolean or index etc etc... TIME SAVER!

    1. 'Tabs…' I don't comprehend what you are saying, taking a stab at it: if you have an Index to track game.scene# and a sceneAttribute (myScene# index) and a invisible controlActor in the scene that changes the game.scene# to scene.myScene# you can make your generic actors jump through hoops.
    EX: genericBackground with self. attributes correctW; correctH, correctX; correctY (all filled in in prototype) and add some rules
    When game.scene# = 5 , change self.Size.Width To: correctW; and etc.
    Change Attribute self.Image To 5 (that is if you have used #s instead of names for games; else just type in the correct name)

    2. 'Pre-set joysticks with Graphics ...' design your own and put it in your newProject TP (GS should never have to custom design our joysticks for us!)

    3. 'iPhone Border … ' Right Click on your iOS Simulator app > Show Package Contents > Contents > Resources > frame.png open that SaveAs (or inLion Duplicate …Save)
    and import into your Project use as Background base for design purposes… the grey area is 320x480

    4.' Universal Apps …' do you mean universal platforms? … I think the video shows that, too! … I made for myself a projectTP to do resizing my way. You could do that!

    5. 'More Custom Common Behaviors …' As John said, make your own.
    'like when button is pressed …' you and your game should always know what scene you are in and what the status of the flow of action/events is in that scene.
    Therefore, create a sceneAttribute: flowIndex and then Rule when Button is pressed (or other events/actions) changeAttribute scene.flowIndex To:
    and, on the actor(s) Rule when scene.flowIndex = # Destroy this actor. (or whatever you want the actor to do.)
    ===
    Create a sandBox project (I have a whole folder of them) and play around with things … try to figure out how things work; what works best.
    Indeed, I have a sandBox scene in my newProjects to try-out new methods and if they work good (of course, before playing in a working project: Save As so you have a copy of the old!)... group and drag to CustomBehavior and drag into prototype and delete the old attempts.

    You are making games, if along with the frustration, you aren't having some fun, how are your players gonna ?
    All though many, many things need implemented/improved … a lot of what we feel are GS limitations are our own limitations.

    MH
  • ozboybrianozboybrian PRO Posts: 2,102
    You both basically told me not to be so lazy.

    I'm talking about GS as a whole, not just for me, but for current and future customers.
    It's main selling point is "Making games gets easy" Basically.

    So my points all above just come to making the general design process quicker and even easier.
    All software old or new, can always be improved upon and I think my suggestions have value.
  • MotherHooseMotherHoose Member Posts: 2,456
    @ozboybrian
    no one is saying that your suggestions are not without worth.

    just saying that if you want to go be on the basics, you yourself can.

    all developers old or new, can be improved upon … you grow with your ability to extend and expand your skills … in any field of endeavor.

    MH
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    edited December 2011
    MotherHoose summed it up very well.

    Not saying that your suggestion isnt a good one, just saying if they start to implement stuff like that it should be different stuff. Jump buttons and joysticks and stuff like that are very easy to understand and set up once you figure out the functions and how they work, and theres tons of examples of them.

    In my opinion If gamesalad is gonna impliment set up stuff like that to make stuff easier, it should be stuff like a built in waypoint system/pathfinding, ai behaviors, maybe a built in inventory system, pre set particle behaviors, and pre built light objects that can add ambience to your scene, stuff like that.

    But yeah i definetly wasnt trying to say that your suggestion wasnt a good one.
    cheers
  • ozboybrianozboybrian PRO Posts: 2,102
    That's true.

    I just mean anything to make he experience quicker and smoother xD
    Haha maybe GS could have achievements, once you do a certain function you unlock a smoother version of it lol.
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