Can I make a Game Salad Arcade game any resolution, and embed it without the silly Game Salad skin?

HymloeHymloe Member Posts: 1,653
Q: Can I make a Game Salad Arcade game be any resolution? Such as 1280x720? Or 1000x600? Etc?

Q: Can I embed my game on a website WITHOUT the Game Salad player bar at the bottom? I want to embed a game seamlessly into a website, and not to be limited to a 480x320 size. That seems stupid.

Thanks.
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Comments

  • carlblanchetcarlblanchet Member Posts: 755
    Not currently no. (for both Q)
  • carlblanchetcarlblanchet Member Posts: 755
    edited January 2013
    But check out this game from the gs team:
    https://apps.facebook.com/shred-neffland/?fb_source=appcenter&fb_appcenter=1

    Which could mean that such features may be in later updates ;)
  • HymloeHymloe Member Posts: 1,653
    Seems really weak to have such a gimped HTML5 functionality.

    Pretty much useless.

    Can you even have a portrait Game Salad Arcade game?

    Why can't I run my game at 960x640, or 640x960, or 1024x768, or 768x1024?

    Hmmm... I'm often exasperated by using Game Salad, and long to be using Unity.

  • sparkaniasparkania Member, PRO Posts: 300
    Q1.. dunno

    Q2.. that almost sounds like embedding a YouTube video.. without the YouTube player?
  • HymloeHymloe Member Posts: 1,653
    I did get the idea from this website, that you can embed on Facebook without the Game Salad Control Bar at the bottom...

    http://html5games.com/2011/06/gamesalad-com-releases-html5-game-publishing-tools-and-embeddable-games/
  • HymloeHymloe Member Posts: 1,653
    Are you sure that's a Game Salad game???

    (I can't actually get past the tutorial screens)...
  • sparkaniasparkania Member, PRO Posts: 300
    Seems really weak to have such a gimped HTML5 functionality....

    Hmmm... I'm often exasperated by using Game Salad, and long to be using Unity.

    I'm often tickled by those who criticize free stuff..

  • HymloeHymloe Member Posts: 1,653
    Tickle yourself freely, friend.

    I've paid $499 for it, before the price dropped to $299. I have two games out, and struggling to build a more complex game within the limitations of the performance and features of Game Salad.

    Sometimes I wonder whether I could have made a better decision.
  • sparkaniasparkania Member, PRO Posts: 300
    The lack of "Pro" on your posts suggested otherwise..
  • HymloeHymloe Member Posts: 1,653
    Where should it say "Pro"?

  • sparkaniasparkania Member, PRO Posts: 300
    edited January 2013
    in your profile.. next to your name.. surely $499 would have seen this added..

    All I am saying is that just because a multi-tool does not have a built in flame-thrower.. doesn't mean it sucks.. which seems to be the tone of your query..
  • HymloeHymloe Member Posts: 1,653
    I would expect (hope), that seeing as Game Salad can make HTML5 games, that I could make it any size I want (or at least choose from a series of preset sizes), and if I'm a Pro user, to be able to embed them seamlessly into any web experience I want.

    As it is, you may notice that no one is really making any HTML5 games with Game Salad, because the options and features available for presenting those games to the public is extremely limited an unprofessional in appearance due to the small resolution, and Game Salad player.

    But maybe I just don't have all the facts and figures about what's possible with it.

    I've always ignored the Game Salad Arcade feature so far because it seems so limited. I was just starting this thread to find out if it's been improved to allow for developers to actually make something that presents professionally with it.

    Doesn't seem like it.
  • capitalcarnagecapitalcarnage Member Posts: 371
    edited January 2013
    Think of the FB Game that's linked above as a Concept Car, GS will provide some or all of those features in a future release I'm sure, but for now you just need to continue as you are.
  • HymloeHymloe Member Posts: 1,653
    Sounds like the promise of "Native Code Game Salad" to me. Announced over 7 months ago. Still no sign of it.

    But yes, OK. Hopefully we'll see some solid new improvements coming soon. Cheers guys.
  • PixelMetalPixelMetal Member Posts: 283
    I would expect (hope), that seeing as Game Salad can make HTML5 games, that I could make it any size I want (or at least choose from a series of preset sizes), and if I'm a Pro user, to be able to embed them seamlessly into any web experience I want.

    As it is, you may notice that no one is really making any HTML5 games with Game Salad, because the options and features available for presenting those games to the public is extremely limited an unprofessional in appearance due to the small resolution, and Game Salad player.

    I've always ignored the Game Salad Arcade feature so far because it seems so limited. I was just starting this thread to find out if it's been improved to allow for developers to actually make something that presents professionally with it.

    Doesn't seem like it.
    ^ This

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Currently no .. It has been mentioned and requested many times. The same way we can customise the splash screen, people want to be able to embed on their own sites etc without the GS branding ... Which I agree for Pro should be able too!
    I have two games out, and struggling to build a more complex game within the limitations of the performance and features of Game Salad.
    What are your two games you have out? I'd be very interested to check them out and see just how you are pushing the features and limitations! GS is a very powerful tool in the right hands ..... a bad workman blames his tools!

  • sparkaniasparkania Member, PRO Posts: 300
    I see GS as a bucket of Legos.. theoretically I can build a Ferrari with em.. the trick is figuring out how with the pieces I have...
  • PixelMetalPixelMetal Member Posts: 283
    edited January 2013
    I see GS as a bucket of Legos.. theoretically I can build a Ferrari with em.. the trick is figuring out how with the pieces I have...
    I suppose that metaphor works so long as you don't want the Ferrari drive-able in HTML5 and you're okay with it falling apart for no real reason, and can't figure out why it's falling apart because you've been provided with no tools to do so, and the and the tools that do exist that you might already have don't work with this one specific Ferrari.
  • CaptFinnCaptFinn Member Posts: 1,828
    You do not have to have a Pro icon next to your name in the forum to be a Pro user. Ive been a Pro user for almost 2 yrs now. I find his query to be justified. I find it funny how some of you auto jump to GSs defense every time someone asks a question about current, or up coming features. And Spark.. until you pay $499 a year. Dont assume to feel you know what a Pro user should and shouldnt expect from GS. When a pro user sees a link of something created by the GS Team. And in that link is a feature, we the current pro users do not have access to. Its justified for us to ask when we will be seeing this feature. And beefy .. just because he hasnt utilized all the tools currently available to him. Or exhausted his imagination in using all the tools before him. Does not mean he cant ask about current and up coming features. Or the possible addition of other features.
  • HymloeHymloe Member Posts: 1,653
    My two games are Rad Skater Apocalypse, and Pulp Diction. I'm fairly happy with both. But both were made as small quick games, while waiting for the "Native Code" version of Game Salad so I could try to tackle something a bit bigger.

    But my games I'm making now crashes if I have more than about 100 actors in my level layout. And without any debug information when it crashes, I have no idea quite why it's crashing on device.

    And yes, I'll admit, I could be a better developer, for sure. And I think Game Salad users really need to limit themselves to making simple games with few actors. And I may have bitten off the wrong sort of game to try to make.

    I often find myself frustrated, either by my own limitations as a "programmer", or by (my perceived) lack of features and finesse in the current version of Game Salad.

    Game Salad is a good tool, and has let me make two games. So I thank it for that. But it'd be nice to see improvements coming a bit quicker in key areas.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    But both were made as small quick games
    So not exactly pushing the GS limits then.

    But my games I'm making now crashes if I have more than about 100 actors in my level layout. And without any debug information when it crashes, I have no idea quite why it's crashing on device.
    If you have 100 actors on screen, are these actually all needed at any given time? Can they not be called in when needed? What device is this crashing on?
    And I think Game Salad users really need to limit themselves to making simple games with few actors.
    Not at all. I have a few games with lots of actors and some really complex stuff going on in the background. There are also some very complex games made by others, just look at the Game of the Year thread to see the quality of some games made by this community using GS.
    There's a whole list of games that are pretty intense, they're certainly a lot more than a simple game with a few actors.

  • HymloeHymloe Member Posts: 1,653
    Cheers Beefy.

    I'm trying to approach my level design in an intelligent way - as should be done at all times, really, I guess! - to see if I can make a game that feels like there's lots going on, without actually having tons of actors around the level, all active at once.

    Um, I've got a bit going on in my HUD, so that maybe takes about 20 actors.

    Then, I have a bunch of re-cycling bullets (8, I think), which are re-used over and over, amongst all weapons.

    But I find I can only have about 120 actors in the level (these might be characters, with complex actions, right down to a "wall" with no behaviours at all). Many of these are moveable (such as barrels, which can be pushed around).

    I find that if I load a level, with say 140 actors (I count all the level objects: walls, enemies, barrels, trees, buildings), then it will crash after 30 - 100 seconds, on my iPad 2 or iPod Touch 4, when running in the iOS viewer.

    I'm not sure if it's running out of VRAM (texture memory), or just doing too many draw calls, or.... maybe the physics system spazzes out and overflows or something.

    The framerate doesn't slow down or anything, the viewer just disappears and I'm staring at the iOS "desktop".

    Guess I just need to make my game revolve around levels with a limited set of actors that are al recycled. I just feel as though I can't make anything with larger levels and more actors.

    But maybe that would be the case no matter what development environment you're using, just because of the device's lack of memory. I dunno.

    I have actually built another "large tile-based game" that draws it's terrain values from a table, and that sort of lets me make something "epic", but it has it's own drawbacks.

    Of course, I'm also bound by my own limited talents at game development... I come from a background of game design, and level layouts, sound design, and producing. Not in programming or art.

    My entire project is 26mb, and I've kept my art pretty small. But maybe I still need to shrink down my PNGs throughout even more, and see if that helps.

    Would be swell if Game Salad had a clearer notification of where your project might be using too much memory. I'm kind of blind here, and unsure what the limitation is, so hard to address the problem.



  • HymloeHymloe Member Posts: 1,653
    I've seen you around for a long time on here Beefy, and you've answered some questions for me before. Have you had much luck making money? (Sorry this thread is getting way off topic from the heading).

    What are the games you've made? Do you find it best to focus on fairly "simple" games?

    What do you think Game Salad is well suited for, and what sorts of games or features do you think should be avoided?

    I feel like, anything requiring a large map that needs to be persistently kept track of, and needs to react to physics - definitely do not do with Game Salad. There's just no good way to store that amount and sort of data, all at once. ??? A big tile based thing... maybe.
  • HymloeHymloe Member Posts: 1,653
    Thanks for taking the time to make such a thoughtful post, Salad Straight Shooter.

    It is true that we can all, always, do better than what we are currently doing. :)

  • SocksSocks London, UK.Member Posts: 12,822


    You invested in Pro for many other reasons other than the promise of Native code . . .

    Nope :) I invested in Pro precisely because of the schedule laid out for native code . . . seriously.

    I saw the tests, thought it looked great, heard that you need to be Pro to access the new engine, heard when it was scheduled to arrive . . . so hit the 'GoPro' button.

    Looking forward to it - I fully expect it to cure my asthma and sort out the draft in the kitchen.
  • HymloeHymloe Member Posts: 1,653
    Go Pro
    - Last longer in the bedroom
    - Removes hard to budge stains and scuffs
    - Slimming and toning while you relax
    - Vanquishes fears and doubts about post-death realities
  • SocksSocks London, UK.Member Posts: 12,822
    Go Pro
    - Last longer in the bedroom
    - Removes hard to budge stains and scuffs
    - Slimming and toning while you relax
    - Vanquishes fears and doubts about post-death realities
    I also noticed I'd aquired a kind of animalistic sexual magnetism once I went Pro, dogs and horses follow me home.
  • capitalcarnagecapitalcarnage Member Posts: 371
    Going Pro also helped me with my Limbo skills, Now I'm Pro I can go Low
  • capitalcarnagecapitalcarnage Member Posts: 371

    David Hasselhoff Low
  • capitalcarnagecapitalcarnage Member Posts: 371
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