State of GameSalad on 7-3-2013
CodeWizard
Inactive, Chef Emeritus Posts: 1,143
Hello! It's that time again... time for another weekly state of GameSalad post. It's a short week this week due to the 4th of July holiday. Don't be alarmed!
Estimated Stable Build Schedule
We’re still holding off on releasing any new stable builds. More bug fixes and optimizations are in progress in the nightly builds. Head over to the “PRO - Working With GameSalad” forum for more info.
What’s New This Week?
1. The senior software tester / game designer we made an offer to last week started this week. He's starting to ramp up on the tools and whatnot.
2. We’re continuing to look for some new hires to help cover some weaknesses in our current staffing. Will keep you abreast of the developments on this front.
3. Two of our engineers are reworking how we manage building GameSalad Creator and various flavors of the engine and viewer. It turns out that our build configuration simply has gotten out of control and needs some serious taming. Whip and chair are out!
4. We've finished whipping our Android development environment into shape. This means we can now debug native and Java code on Android. Now we can start digging into some of the Android-specific bugs and optimization issues. It's a good feeling to not be debugging like a caveman.
5. The Lua reorganization for supporting async multiplayer is done. The engineer working on this is back on implementation. He's finished up the Connect, Disconnect and Create Game behaviors. Progress!
6. It looks like the loading wheel changes that @BlackCloakGS have been working on are nearly upon you. Release to nightly builds is waiting on some build server issues being resolved in #3 to be handled first.
7. Our test team is starting to dig in on the nightly builds and helping us decide how best to roll those changes out for stable builds. Slow progress, but sure! I know you're all chomping at the bit to get some of these awesome changes we've been putting into the nightly builds. More info soon.
8. A new C++ / Lua profiler has been integrated into the code. Super handy for us to pinpoint performance bottlenecks.
9. A new image processing library (FreeImage) has been integrated into the code. This will vastly expand the kinds of images we can support and help speed up image processing in general.
10. We're about to start executing on our new sprite sheet and draw batching systems. More news soon!
Estimated Stable Build Schedule
We’re still holding off on releasing any new stable builds. More bug fixes and optimizations are in progress in the nightly builds. Head over to the “PRO - Working With GameSalad” forum for more info.
What’s New This Week?
1. The senior software tester / game designer we made an offer to last week started this week. He's starting to ramp up on the tools and whatnot.
2. We’re continuing to look for some new hires to help cover some weaknesses in our current staffing. Will keep you abreast of the developments on this front.
3. Two of our engineers are reworking how we manage building GameSalad Creator and various flavors of the engine and viewer. It turns out that our build configuration simply has gotten out of control and needs some serious taming. Whip and chair are out!
4. We've finished whipping our Android development environment into shape. This means we can now debug native and Java code on Android. Now we can start digging into some of the Android-specific bugs and optimization issues. It's a good feeling to not be debugging like a caveman.
5. The Lua reorganization for supporting async multiplayer is done. The engineer working on this is back on implementation. He's finished up the Connect, Disconnect and Create Game behaviors. Progress!
6. It looks like the loading wheel changes that @BlackCloakGS have been working on are nearly upon you. Release to nightly builds is waiting on some build server issues being resolved in #3 to be handled first.
7. Our test team is starting to dig in on the nightly builds and helping us decide how best to roll those changes out for stable builds. Slow progress, but sure! I know you're all chomping at the bit to get some of these awesome changes we've been putting into the nightly builds. More info soon.
8. A new C++ / Lua profiler has been integrated into the code. Super handy for us to pinpoint performance bottlenecks.
9. A new image processing library (FreeImage) has been integrated into the code. This will vastly expand the kinds of images we can support and help speed up image processing in general.
10. We're about to start executing on our new sprite sheet and draw batching systems. More news soon!
Comments
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Great to hear the progress on async
If it's finished in next build I will just put my arms in the air and screen
Do you think it will be realeased in the next build @codewizard?(you don't have to know. Just what you think)
And finally!!! Hope we get custom loading wheels.
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
I notice its very difficult to make a decent app that requires images now. Especially for universal builds since we now have to create rentia iPad graphics and one 2048 by 1536 image takes 8 mb. Doesn't really work when trying to make a 1 scene game.
www.appdore.com || appdore twitter || appdore facebook
I released a Universal Binary, using only 1 scene and contains nearly 200 512x512 images & works fine Reset scene helped me out.
- Thomas
I have been working on two games right now, but they seem to be on hold as I really don't want to roll them out and then the coolness gets pushed out in a new build and miss it or need to rebuild again... SOON PLEASE!!!
Not all at the same time else it would crash . The scene reset reduces the RAM accumulation. If I remember correctly I also had some SFX play as music so as not to use RAM.
Jokes apart.. its the boldest and most aggressive GS ever witnessed.
Keep it up guys.. eager to see a stable build
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Wondering how the custom font stuff is coming along, if at all!
Cheers!
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I am happy with your work, but one thing I am truly annoyed with is how sloppy the interface is of GameSalad. After *years*. I change the width of the actors, or scroll down, go into an actor to change some things and as soon as I switch back the interface is back at default. This stops being remotely tolerable when you have a big game.
In my opinion you guys need to spend a few days fixing this sort of low hanging fruit and push a release for it. Totally low hanging fruit, while major improvements for workflow.
Ta!
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
- Thomas
Lol It's so true, it's a real pain and you never really get used to it . . . in fact putting aside the fact that windows and layouts change if you open something else, the very fact that you have to navigate between so many windows in the first place to make basic changes is, itself, insanely counterproductive.
There must be an evil mastermind up at GS HQ planning an epidemic of RSI amongst GS users. If I were to hazard a guess I'd say GS has a sizeable investment in RSI specialists and/or anti inflammatory drug manufacturers.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Chill out, you'll give yourself a hernia.