Sounds great! Interesting that you guys are going a custom route for multiplayer. Care to elaborate on that decision instead of going for the standard of Game Center?
So that it could be cross platform. - Thomas
Yes, but as a user I would prefer to have it just work with my current service (game center) instead of having to give my email address to play with people. Honestly, having cross platform has no pull for me, as no one I know has an android phone, thus a seperate service is extra work for me... Just my two cents, probably won't trip anyone else up, so move along. :P
Please put the network behaviors in their own tab (as in right now we have tabs for 'standard', 'custom', and 'pro')
async sounds awesome!!! CROSS PLATFORM YES! It sounds like this is something you guys are hosting? If that's the case why not also do something similar with push notifications?
I know pushes aren't a super high priority right now but it would be awesome if I could tap into the tens of thousands of users who have one of my apps installed to promote a new one...or just remind them to play the one they installed.
Please make it so if I'm not using a Facebook Login (you know cause I despise Facebook) That my games with people who mostly use Facebook logins are not hidden from them. Cause that is really annoying to be brushed aside like a no body just because I refuse to use such an awful society destroying service such as Facebook.
Thanks
I completely agree with you on that @tenrdrmer. I don't even have a fb account. And the society treats you like you some snob. I don't prefer to be promoted or promote fb. I hope we not using fb servers to implement this awesum feature?
Honestly, having cross platform has no pull for me, as no one I know has an android phone,
Whether or not you personally know anybody with an Android phone doesn't make any difference, I'm pretty sure the people playing your games might, and if not it's still a chance to find more games with random players.
Also I kinda hope this is a Pro-only feature. With GS hiring more staff, hopefully something as huge as multiplayer will get people reaching in to their wallets and keeping GS funded.
PS I know that might seem hypocritical coming from a non-pro member, but I'm going pro very soon
@boomshackbarry I agree the same people who complain and want everything and then want it to be free.. Come on get some skin in the game. You can't have everything for free.
@FryingBaconStudios absolutely, and the more of us who go pro, the more benefit to everyone because GS can grow stronger, quicker. I hope that a lot of the newer features (that don't affect the core engine) are pro features, it'll benefit everyone in the long run.
@codewizard - This is great news on async play. It opens the door for so much gameplay experimentation.
So it sounds like we could share attributes across different games?
e.g friend 1 plays app 1 and earns points. She then uses some of those points in app 2. She then sends the rest of those points to friend 2 who can use those points in app 3. App 1 and 2 and 3 are completely different games with different gameplay styles.
I'm guessing we'll also easily be able to copy and paste data between standard tables and network tables? Either entire tables or just specific rows or cells?
@CodeWizard Will the multiplayer also mean there will be more general facebook integration too as a result? ie facebook likes or even an iap for a fb like?
Sounds really interesting, and opens up a new area of play for everyone Good job!
However - any word on fixing the spawn lag issue? It's horrendous and borders on un-shippable at the moment - I'm surprised the build was released Had no issues in 10.1, but in 10.3 now every actor spawned freezes the game for a few frames. These core issues trump any features I can think of!
(FWIW I submitted a support request about this around 2 weeks ago, no response )
In most cases the issue is prominent even when using a rule of 'when X = true, spawn actor'' - what I'm seeing is several frames of the whole game freezing before the actor is spawned, but only the *first time the actor is spawned*. Any subsequent spawning of that *same* actor has no delay/issues. This means that after a minute or so of play, when all actors have appeared at least once, the game is smooth.
So pretty much every actor spawn, regardless of how it is spawned, for the first time suffers from this issue. At first I thought it was art not being pre-loaded but I've double checked everything. Technically, if i spawned one of each actor at the very start of the scene, it wouldn't be a problem, but that's a ridiculous 'fix'.
It's worth noting this issue has never been present in any projects of mine pre-10.2/3 - in 10.1 It was completely smooth, 60fps goodness, and 10.3 now its 60fps with very noticeable freezes on spawn. Nothing in the project changed to suddenly make actors more expensive, art more expensive, anything like that - it came with the engine update as far as I can tell.
@allornothing If you have an example project (or can make one) that shows this problem, send it to me in IM and I'll get it looked at.
Creating an actor is slow in the engine. Slower than it should be at least. However, once we create the actor we cache it for reuse later. So, the first spawn of an actor is the worst... and the others are nice and fast.
Have you tried this with the latest nightly builds? There may be some improvements there. Beyond that, I'm game for looking into your case and see what we can do to smooth it out.
@CodeWizard I hope you have no problems on the servers, there are some approximate date (one month up one month down) to when we start testing this new and fantastic functionality (multiplayer). thanks for GameSalad team work, you are amazing, no doubt, GS give you a very big leap in quality with this new tool
Sounds great! Interesting that you guys are going a custom route for multiplayer. Care to elaborate on that decision instead of going for the standard of Game Center?
So that it could be cross platform. - Thomas
Yes, but as a user I would prefer to have it just work with my current service (game center) instead of having to give my email address to play with people. Honestly, having cross platform has no pull for me, as no one I know has an android phone, thus a seperate service is extra work for me... Just my two cents, probably won't trip anyone else up, so move along. :P
In a thread awhile back I said exactly what you just did. It'd be cool if we could choose between GameCenter and the universal one, but I know that would be a lot of extra work for GS, and probably will not be implemented for a long time if ever. - Thomas
I say we just drop support for zapfino for now, it's one of those super complex type set that even most designers don't know how to use properly you'll probably need to hire specialist who is familiar with digital type design experience to be able to solve the problem . http://www.linotype.com/1858/linotypezapfino.html
it's one of those rare instances where there are multiple version of each letter and gazillions of glyphs and ligatures to choose from, without a built in opentype interface in gamesalad, it's pretty much crippled anyway..
so why halt the whole ship for an anomaly just toss him overboard and pick him up later.
Comments
Just my two cents, probably won't trip anyone else up, so move along. :P
async sounds awesome!!! CROSS PLATFORM YES! It sounds like this is something you guys are hosting? If that's the case why not also do something similar with push notifications?
I know pushes aren't a super high priority right now but it would be awesome if I could tap into the tens of thousands of users who have one of my apps installed to promote a new one...or just remind them to play the one they installed.
Nice work in there. Just curious and so want to know if we'll be using GS servers to implement async? Or we would be using something at our own end?
And the society treats you like you some snob.
I don't prefer to be promoted or promote fb. I hope we not using fb servers to implement this awesum feature?
Also I kinda hope this is a Pro-only feature. With GS hiring more staff, hopefully something as huge as multiplayer will get people reaching in to their wallets and keeping GS funded.
PS I know that might seem hypocritical coming from a non-pro member, but I'm going pro very soon
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
So it sounds like we could share attributes across different games?
e.g friend 1 plays app 1 and earns points. She then uses some of those points in app 2. She then sends the rest of those points to friend 2 who can use those points in app 3. App 1 and 2 and 3 are completely different games with different gameplay styles.
I'm guessing we'll also easily be able to copy and paste data between standard tables and network tables? Either entire tables or just specific rows or cells?
However - any word on fixing the spawn lag issue? It's horrendous and borders on un-shippable at the moment - I'm surprised the build was released Had no issues in 10.1, but in 10.3 now every actor spawned freezes the game for a few frames. These core issues trump any features I can think of!
(FWIW I submitted a support request about this around 2 weeks ago, no response )
http://forums.gamesalad.com/discussion/56957/stuttering-lag-when-spawning-an-actor-for-the-first-time-only#latest
In most cases the issue is prominent even when using a rule of 'when X = true, spawn actor'' - what I'm seeing is several frames of the whole game freezing before the actor is spawned, but only the *first time the actor is spawned*. Any subsequent spawning of that *same* actor has no delay/issues. This means that after a minute or so of play, when all actors have appeared at least once, the game is smooth.
So pretty much every actor spawn, regardless of how it is spawned, for the first time suffers from this issue. At first I thought it was art not being pre-loaded but I've double checked everything. Technically, if i spawned one of each actor at the very start of the scene, it wouldn't be a problem, but that's a ridiculous 'fix'.
It's worth noting this issue has never been present in any projects of mine pre-10.2/3 - in 10.1 It was completely smooth, 60fps goodness, and 10.3 now its 60fps with very noticeable freezes on spawn. Nothing in the project changed to suddenly make actors more expensive, art more expensive, anything like that - it came with the engine update as far as I can tell.
If you have an example project (or can make one) that shows this problem, send it to me in IM and I'll get it looked at.
Creating an actor is slow in the engine. Slower than it should be at least. However, once we create the actor we cache it for reuse later. So, the first spawn of an actor is the worst... and the others are nice and fast.
Have you tried this with the latest nightly builds? There may be some improvements there. Beyond that, I'm game for looking into your case and see what we can do to smooth it out.
I hope you have no problems on the servers, there are some approximate date (one month up one month down) to when we start testing this new and fantastic functionality (multiplayer). thanks for GameSalad team work, you are amazing, no doubt, GS give you a very big leap in quality with this new tool
No hard delivery date yet. Will let you know as we make progress!
- Thomas
one question? You say ( Its a cross platform) this means to be able to play games between android and iOS?
Sure should be able to!
it's one of those rare instances where there are multiple version of each letter and gazillions of glyphs and ligatures to choose from, without a built in opentype interface in gamesalad, it's pretty much crippled anyway..
so why halt the whole ship for an anomaly just toss him overboard and pick him up later.