Steps you like to take?

ok so this is my first game. I'm reading the gamesalad manual. but would just like to know if anyone likes to take certain steps to making there game.

i dont know why but i thought it was a good idea to do all the artwork for it first. which im pretty close to done.

now im thinking of starting. any tips?

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    I would make some 'blank' actors - i.e. one without any rules in them. Put them in the scene, and attach your graphics.

    It's a good way of seeing just how your game might look. People make simple mistakes like making their graphics too big or too small for what it'll actually look like on-screen.

    Doing it this way lets you see exactly what you need to see, and you can edit your artwork to fit better if need be.

    Hope that helps!

    QS =D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • VolontaArtsVolontaArts Member Posts: 510
    I would make some 'blank' actors - i.e. one without any rules in them. Put them in the scene, and attach your graphics.

    It's a good way of seeing just how your game might look. People make simple mistakes like making their graphics too big or too small for what it'll actually look like on-screen.

    Doing it this way lets you see exactly what you need to see, and you can edit your artwork to fit better if need be.

    Hope that helps!

    QS =D
    yes its what i asked for. thank you.

    anyone else have any other ways they like to put there game together?
  • quantumsheepquantumsheep Member Posts: 8,188
    Well, seeing as I'm here...

    You might want to try making a test level first. Just to make sure all your game mechanics are working.

    For example, if you were making a platform game, you'd make sure that your jump is working correctly. That collisions work. That the HUD works. That picking objects up works etc etc

    I like to get the first level completely finished before I move on to make any more. In fact, I'd say 80% of my dev time goes on getting the first level right.

    Then it's simply a matter of copy/pasting the first level to make new ones. As long as the first level is right, the rest should all work ok too!

    QS =D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • VolontaArtsVolontaArts Member Posts: 510
    Well, seeing as I'm here...

    You might want to try making a test level first. Just to make sure all your game mechanics are working.

    For example, if you were making a platform game, you'd make sure that your jump is working correctly. That collisions work. That the HUD works. That picking objects up works etc etc

    I like to get the first level completely finished before I move on to make any more. In fact, I'd say 80% of my dev time goes on getting the first level right.

    Then it's simply a matter of copy/pasting the first level to make new ones. As long as the first level is right, the rest should all work ok too!

    QS =D
    thank you...how about the start/menu screen? do you worry about that last?
  • quantumsheepquantumsheep Member Posts: 8,188
    Actually, I start that early on too - it makes you think you've achieved something when it's working ;)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • TheGabfatherTheGabfather Member Posts: 633
    As @quantumsheep suggested, creating test levels and making sure everything works and all your Actors are sized and placed properly in your scenes is always a smart move, especially for beginners.

    But after a while, once you're already used to creating games in GS, have a solid understanding of good mobile UI/UX, then there might come a time when you'll finally be ok starting off with creating the Art first.

    For some people like me, seeing the Art come alive first, and then slowly evolving during the entire game development process -- it's one of the things that keep me interested in the game. Some people will think it might be cause for wastes of time (ie due to making changes to the Art when you realize preliminary designs won't work with the game mechanics) but to each his own.
  • VolontaArtsVolontaArts Member Posts: 510
    thanks everyone
  • Asobu_GamesAsobu_Games PRO Posts: 261
    I actually like to do the start/menu screen fairly early too. Once I make levels etc I like to navigate completely through the in-game menus for testing. It gives a good understanding of the player experience and helps you find any bugs and refine it.

    Anyway, my overall process is something like this:

    * Think of initial idea
    * Write down a full detailed plan of game mechanics, theme, characters, etc etc
    * Draw some screen mock ups (photoshop) to get a feel for the art direction of the game.
    * Create one stage to a very polished level with finished art and everything.
    * Refine it to make sure it's fun, looks good, makes sense etc
    * Make more content, keep tweaking and refining, sorting bugs as I go
    * Lots of testing (get family/friends to play too) to find new bugs and fix them
    * Extra stuff like icon, itunes screens/text, press release etc at the end

    NOTE: Don't leave your marketing to the end! You should be talking, tweeting, blogging about your game through the entire process. :)
  • VolontaArtsVolontaArts Member Posts: 510
    @asobu_games thank you very helpful
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