Important questions.

linksunstriderlinksunstrider Member Posts: 22
edited November 2012 in Working with GS (Mac)
I've been searching in the forums a lot and can't find answers to the following:

As a non-Pro user:

- Am I able to preview a self-made game in a browser for example? Much like Construct 2 lets me to.
- Am I able to export a self-made game as an standalone application for either Mac or Pc?
- Why the "Web Preview" button in the Game Salad application is unclickable?.
- Is there any kind of strong limitation to create a simple free Mac/Pc game as a non-Pro user?

I feel that the creator is really interesting, powerful, intuitive and artist-orientated which, as a seasoned graphic designer and media artist is pretty much what I need but if the creator application is intrinsically limited export-wise, it becomes useless for me cause I'm not looking to spend 300 bucks if I'm just learning the tool.

I've been reading a lot today about how things work with GS and seems like the publishing process isn't liberal at all, seems like developers can only publish games through the Arcade system and getting a standalone compilation of a finished game is pretty much restricted to those that pay 99$ to apple. Not even talking about a Pc compilation.

Why is so restricted?. Why the developing tool can't just let users compile & share their games freely?.. The tool is fairly powerful and I'd be completely willing to pay the pro version if I had the certainty I'm going to be able to create standalone or easy-to-share applications.

Thanks in advance.
Linksunstrider.

Comments

  • famekraftsfamekrafts Member, BASIC Posts: 834
    It's apple iron hand, doesn't matter which game engine you use, if you wish to publish on iOS you need to pay apple developer license of 99$. Mac has a separate 99$ developer fee.

    It has nothing to do with gs pro.

    Gs pro allow you to publish on android, mac, iOS and windows 8. What it does is it solves your major trouble of publishing game from one platform to another.

    It also allows you to use iAds, URL links and in app purchase which are not allowed in standard version.

    If you are new start with standard version make free games get the brand ready and then dive into pro.

    Also gs does not produces any exe for windows 7 and below. So for those use game maker or construct or other game engines.

    For windows 8 you will have to get a developer license as well.
  • linksunstriderlinksunstrider Member Posts: 22
    edited November 2012
    Then why something made in Flash (to give a small example) don't need any kind of dev licence to be shared in social networks or as standalone apps? can anyone explain me the concepts here, it's mind-blowing that developing a game is kinda easy if you're a skilled creative but the publishing process is near to dictatorial hard.

    I just want to make games, not looking to become a billionaire from it.

    I wouldn't mind to pay 200-300 bucks for a fully functional software that allows me to create stuff freely, pretty much as I did with my Adobe Suite, that's a simple and acceptable concept, just like paying for pencil to make a drawing that I completely own, I'm not obligated to give any credit to the pencil brand, I already payed for their product to create mine freely.

    If GS had a feature that let developers create standalone (.app/.exe) or really-easy-to-share applications it would be logical to limit the free version of the software with that feature precisely. I'd completely pay for it, every penny.

    The reality is that I actually have no real reason to pay for a pro version cause it makes no difference, the publishing process will be as complicated and restricted as it is right now then..
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    @linkstrider

    Firstly, the publishing process isn't difficult at all, and there are lots of resources here at GS (try GameSalad Cookbook on youtube) that will guide you through it. If you see a mountain, it will be a mountain. If you see a hill, it will be a hill. :)

    With GameSalad, you can publish to iOS and HTML5 on a free account. You can also preview the game using the built in preview. In short, you can generally use GameSalad to its limits without paying GameSalad. If you don't want to spend a dime, use GameSalad free and publish to HTML5.

    However, if you decide to publish to iOS (or even test on iOS), you will have to pay Apple its developer fee. Every app store, such as Amazon, Apple, Microsoft, Barnes&Noble, etc require a developer fee to be paid to that store. Its usually fairly inexpensive, and an annual fee.

    If you want a truly standalone game, to publish on websites or Facebook, GameSalad is probably not the best choice. Other options would include Stencyl, Construct2, and YoYo Gamemaker. Each has their own strengths and weaknesses.

    In short, download GameSalad, and play around with it. Strings, commitment and payment free. :)
  • linksunstriderlinksunstrider Member Posts: 22
    Shame, GS has been really fun and intuitive to use and I wouldn't mind in paying 200-300 bucks if I could export standalone compilations, seems like I'll play around with it a little and move on to another tool that meet my requirements.

    Thank you very much for the replies.
  • famekraftsfamekrafts Member, BASIC Posts: 834
    edited November 2012
    I have tried every other game engine there is, if you are not a programmer stick to gs or Yoyo Gm for long run. If you are a programmer try unity.
  • linksunstriderlinksunstrider Member Posts: 22
    edited November 2012
    I've tried GS even further, collisions, spawning actors, device interactions, tags, physics etc and I've found that even when the tool is powerful, easy to use and intuitive, it still lacks precision in some ways physics-wise.
  • mataruamatarua Auckland, New ZealandMember Posts: 854
    @linksunstrider dude, if you paid for Flash how much was that? Sounding like a whining troll to me. Gamesalad is far from perfect but it is the perfect tool for some people. If you are a graphic designer yeah? Seasoned eh? Nice to hear you blowing your own trumpet up front. Come here bashing about like you know everything and putting stuff down without much thought is pretty immature. See ya.
  • linksunstriderlinksunstrider Member Posts: 22
    edited November 2012
    I'm not trying to sound like a bashing troll to anyone, Game Salad is by far the best tool for non-coding game development I've found so far, unfortunately it uses a 2D physics library that seems to be at a lower level of development than GS requires. Either way seems that the tool is been worked on a lot and is pretty much destined to lead the non-coding game development softwares. What bothers me is the Mac/Pc iron hands on everyones soup.
  • ElfizmElfizm Member Posts: 489
    Well thats good to hear and I welcome you to GameSalad.

    However I would like to point out you made an interesting indroduction, not in good terms anyway, and although the community is usually or almost always a nice and great community, by coming in and talking how you did really told me a message to stay away from this guy, he spells trouble.

    But I can't judge a book by it cover but here is some advice, be nice, play nice because one day you will have a question that may need answering but people aren't going to wanna help. You don't earn people respect by the first thing you say is GameSalad is horrible.

    But I do wish you all the best for the future :)

    Elfizm
  • linksunstriderlinksunstrider Member Posts: 22
    edited November 2012
    Well I'm sorry if everything I've said sounded like: "GameSalad is horrible." the fact is it isn't.

    I actually said is a really powerful tool if we consider that we don't need to write a single line of code "I feel that the creator is really interesting, powerful, intuitive and artist-orientated"

    But yeah perhaps my lack of knowledge about the licensing stuff with Apple/Microsoft made me sound like it was GS's fault. I know it isn't but still is kinda frustrating that such a powerful tool can't create standalone applications for Mac OS or Windows without paying a fee to them. Again, is like Apple and Microsoft wanting to put their spoon on everyones soup. We already pay for their operative systems, computers and devices. Charging developers for creating stuff is not right.
  • ElfizmElfizm Member Posts: 489
    Sorry if I offended it was just observation not a judgment.

    Although it may not seem fair that addition fees have to be paid to test or publish ect. It does have some useful affects which I think are quite valid. It stops a large amount of people putting games on the store that are made by little kids that aren't even games.
    It sort of asks people to be serious enough to spend money. Because you gotta spend money to get money.

    Elfizm
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    As to your flash statement. You paid for the flash creation software from Adobe right? Flash builder $699 so making flash isn't free unless you steal the software and then there is the cost of your hosting site.
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