Multi-user Programming

BluSpyderBluSpyder Member Posts: 129
edited September 2012 in Working with GS (Mac)
I feel as though working with GameSalad is more of a solo project. I'm not talking about graphics and sound, but the coding itself. What I'd like to see integrated is maybe a multi-user creator, allowing more than one person to work with one GameSalad project. I know there are work arounds like just having 2 files and then merging them (which isn't really easy or clean). But I'm thinking of like an online connection, like one file that both can work on at the same time from separate computers. That way it's all in one file, so there's no hassle for merging / it's connected for simplicity and easy to edit from anywhere / could be a social thing too, allowing like a group chat or something for bouncing ideas off each other whilst coding the project. I think it'd be a cleaner way of splitting the work load for those large game ideas out there.

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    If you have a style guide, and an outline and game flow chart you can divide up scenes or levels among designers. You can use DBA project merger to merge them and then splice the proper attributes. GS is a long way from that kind of ability. Usually those types of programs like Unity and such the scripting is a separate element. In those type of programs all elements can be created outside the environment then assembled. GS is not even close to being that type of software. I doubt yo wouldn't see that for years hell it took them months to fix simple things. If your teams are that big more than two, you should be moving into more powerful software. The kind of apps you can make with GS won't make the kind of revenue for that many people anyway. The most successful GS game maker firemaplegames after some success moved to corona as he need to ability to do more. Focus on making a game that gets you in the door and plan on having to move to more powerful software as you creative vision grows. I am now using unity as well and sooner or later to make powerful games you need to learn either JavaScript or C#.
  • ultimaultima Member, PRO Posts: 1,207
    there are many aspects to a game building and i personally split up the works (there is a lot more than just coding) into categories and oversees them, creating roadmaps/goals for each phase of the development and use dropbox to store all of my gamesalad files. that way i can hand my laptop to a friend and have them help me remotely with with the file, while i work on other things on the desktop. but for the most part ya i'd agree gamesalad is a very solo platform as in it takes time to describe each actor/naming convention and script structure to another person.. because they can't see all the code on one page, they'd have to literally click through each actor/prototype and sometimes the expand triangle in the "others" tab.. but what I do is walk through them my naming convention and what each actors do and just trust them to not mess up the file and usually it works out pretty good. the only thing you'd have to watch out for dropbox is you can only have 1 person working on the file at once so i usually turn on skype and we chat during development time. and or i take a nap while the other person takes on. and the good thing about dropbox is you can see when your file finish uploading or not and warn the other person to not open the file until you give them a go.

    another great web-tool is basecamp. that you'll just have to play around with. basically a collaboration tool...

    i try not to work on different scene / parts of game separately, you'll end up with different actors/naming convention and scripting habits.. it gets too messy.. i'm a control freak, i like to have the other person working on my files follow my rules or the one we agreed upon. otherwise you end up with a messy file.. and a messy file isn't pretty when it comes to updates.
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