@Rocketpad Studios to clarify @creativeapps comment, you can put up your own splash screen regardless, free or pro. Pro just removes a "More Games" button which appears on the splash screen.
Actually, I thought the skewering was entirely necessary, because nobody else seems willing to do it, and as someone with actual, real development experience and who managed to survive the last tech startup boom 10+ years ago where oodles of money was handed out to anyone with an idea - a lot like now, really - I'm in a unique position to a) know what kind of issues are involved with typical development and b) know that as a startup it's a hell of a lot easier to make up a reason as to why something isn't working instead of just admitting a mistake was made previously.
If my bluntness sounds antagonistic, which it's not meant to be, then that means there's something that needs to be defended - and that wouldn't be necessary if there weren't real, actual concerns surrounding GS.
Also, to clarify what I said in case there's any question: I'd LIKE to see GameSalad succeed, as I think it's an interesting, if sloppily-implemented, concept for at the very least rapid prototyping if not full-fledged game development. I picked up GS after already owning Unity & its required modules for mobile publishing, but wanted to force myself to work only in the 2D realm and after cursory examination of GS it seemed like a way to go about it. Of course, it's only after spending a couple months on the forum and developing in GS that all the issues and limitations of GS become apparent.
Every time I see a post from a GS team member that tells of some cool new whiz-bang feature (like the native code engine), the little voice in my head that's guided me for 20+ years in my career goes "they're doing it wrong," either announcing a pending release too soon (while still not updating regularly enough or sticking to their own announced development plans) or simply doing it half-assed to say it's a feature that GS has (for example, the control over audio playback & tracking is some of the worst I've seen).
Again, I'd like to see GS succeed. We'll see what 2013 brings. I'm also not holding my breath, and my current stance is to finish what I'm working on in GS, and move back to a real development tool if the first quarter of 2013 doesn't results in some kind of revelation.
Back to the original question: Is going Pro worth it? In the long term, based on GS development up to this time? No, probably not. I picked it up for Android publishing as most of the other Pro features don't work on Android, but I knew that going into it while also hoping GS would get off their collective asses and get those features working on Android, and that hasn't happened and I don't really expect it to during my 1yr "lease" (let's not get into what a joke that is) of the software. But we'll see, I could be (and hope I am) wrong.
I agree and I said as much when they killed kiip. You can see the sloppiness bleeding through, even though GS is very secretive and that is not a good sign ever. It does seem to have improved in the last couple months but like all ventures needs improvements and a I imagine a couple of managers who are not afraid to crack a wip!
If I were you, I'd get Pro just a bit after the Native Engine Release- maybe a week or two later. Because all of the major upgrades usually happen during the same time of year. Last year, Pros got Android support in March, so I'm guessing the new engine will come out near then too, and something else big will come around the same time in 2014.
So get the Pro in April, and that way you will get a week or two of access to the next big feature, so if its something like OUYA-compatibility, you can convert all of your games to that platform before it expires. This is how to maximize your benefit.
If looking at an entirely economic question... If Pro will cost you $299 for a year's worth of access, can you make $300 using the features only found in pro? The answer is surely yes. The Android markets (specifically Amazon and Nook) are great. One of my apps made about $550 on Nook on Christmas alone. Not that this is typical, but it is certainly possible. Also, some simple advice. Never purchase software for features not yet implemented. Only purchase software for what it can do for you now. Many of us are making money using the current GS software. Additionally, don't try to guess as to when the native engine will come out and base your purchase on that. The engine was originally scheduled to arrive Spring 2012, and there isn't much indication that any sort of firm date has been set. I plan my development on the basis that I will not have access to the engine any time soon, and have been fine with it thus far.
Yep, I never thoguht of that! On second thought, @bobtheturtle get Pro as soon as possible, because they may increase the price! Oh, and if you're a student you can get it for $150 from studio.com! Or if you're a teacher, too. I hope they don't increase the price, I will be buying it after releasing my first game, if it does reasonably well. IMO, I think you should sell your first game without Pro, and if it sells well (or if it was a free game and got a ton of downloads, you can use Pro monetizing features), then go for Pro. If you're game ends up doing really bad, then you could loose a lot of money from Pro's price+game market's publishing fee(s).
If I hear the "GS is secretive" bunk one more time I think my head is going to explode...
...we haven't been "secretive" for over a year and a half. Odd that coincided to my arrival with GameSalad. The reason? We decided we weren't Apple and sharing information was important. If you'd like to see "secretive" then by all means hit up Apple about their development plans.
When do you expect the new Lua free game engine to arrive in our sticky hands ?
@Socks - Tomorrow afternoon, 3:30. Be at the red bridge. Don't bring any cops.
Who says I am not a cop ?
Are things like the interpolation glitch, animation frame rates, import image bugs (and so on) likely to be addressed this year as far as you know (considering whether to keep a couple of projects on life support or pull the plug?
Comments
Actually, I thought the skewering was entirely necessary, because nobody else seems willing to do it, and as someone with actual, real development experience and who managed to survive the last tech startup boom 10+ years ago where oodles of money was handed out to anyone with an idea - a lot like now, really - I'm in a unique position to a) know what kind of issues are involved with typical development and b) know that as a startup it's a hell of a lot easier to make up a reason as to why something isn't working instead of just admitting a mistake was made previously.
If my bluntness sounds antagonistic, which it's not meant to be, then that means there's something that needs to be defended - and that wouldn't be necessary if there weren't real, actual concerns surrounding GS.
Also, to clarify what I said in case there's any question:
I'd LIKE to see GameSalad succeed, as I think it's an interesting, if sloppily-implemented, concept for at the very least rapid prototyping if not full-fledged game development. I picked up GS after already owning Unity & its required modules for mobile publishing, but wanted to force myself to work only in the 2D realm and after cursory examination of GS it seemed like a way to go about it. Of course, it's only after spending a couple months on the forum and developing in GS that all the issues and limitations of GS become apparent.
This is what I'm working on, for those who are interested: http://robbergame.tumblr.com/
Every time I see a post from a GS team member that tells of some cool new whiz-bang feature (like the native code engine), the little voice in my head that's guided me for 20+ years in my career goes "they're doing it wrong," either announcing a pending release too soon (while still not updating regularly enough or sticking to their own announced development plans) or simply doing it half-assed to say it's a feature that GS has (for example, the control over audio playback & tracking is some of the worst I've seen).
Again, I'd like to see GS succeed. We'll see what 2013 brings. I'm also not holding my breath, and my current stance is to finish what I'm working on in GS, and move back to a real development tool if the first quarter of 2013 doesn't results in some kind of revelation.
Back to the original question: Is going Pro worth it? In the long term, based on GS development up to this time? No, probably not. I picked it up for Android publishing as most of the other Pro features don't work on Android, but I knew that going into it while also hoping GS would get off their collective asses and get those features working on Android, and that hasn't happened and I don't really expect it to during my 1yr "lease" (let's not get into what a joke that is) of the software. But we'll see, I could be (and hope I am) wrong.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
If I were you, I'd get Pro just a bit after the Native Engine Release- maybe a week or two later. Because all of the major upgrades usually happen during the same time of year. Last year, Pros got Android support in March, so I'm guessing the new engine will come out near then too, and something else big will come around the same time in 2014.
So get the Pro in April, and that way you will get a week or two of access to the next big feature, so if its something like OUYA-compatibility, you can convert all of your games to that platform before it expires. This is how to maximize your benefit.
Hope this helps
Chakku
Yep, I never thoguht of that! On second thought, @bobtheturtle get Pro as soon as possible, because they may increase the price! Oh, and if you're a student you can get it for $150 from studio.com! Or if you're a teacher, too. I hope they don't increase the price, I will be buying it after releasing my first game, if it does reasonably well. IMO, I think you should sell your first game without Pro, and if it sells well (or if it was a free game and got a ton of downloads, you can use Pro monetizing features), then go for Pro. If you're game ends up doing really bad, then you could loose a lot of money from Pro's price+game market's publishing fee(s).
Hope this helps
Chakku
)
Are things like the interpolation glitch, animation frame rates, import image bugs (and so on) likely to be addressed this year as far as you know (considering whether to keep a couple of projects on life support or pull the plug?