Any tips? Ideas? anything? Im makin an iPhone game in hopes to get a few bucks so I want to make a game people will buy for like .99
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Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Welcome! Since you're new, I'd suggest taking a look at our free videos and project files over at gshelper.com. We have over 200 video tutorials and hundreds of project files to go with them! It's a great way to learn. Also, if you have any questions, feel free to ask them here on the forums. There are many users, myself included, who answer questions all of the time.
Welcome! Word of advice stay away from the few books that are on the market, especially the official GameSalad book released a month or so ago. Videos is definitely a good source, that and just playing around to see what sticks.
Hmmm. I'd say the books that I have seen so far have been useful resources in one fasion or another. If you are strictly a visual learner, I can see how how some books/text pdfs can problematc, but at the same time, if you don't dig deeper into the meat of GS (which typically excludes video resources), your games won't be very meaty.
Welcome. Personally I like to learn from different sources since there never is just one true truth in the world Therefore I also bought the official GS book named "The Official GameSalad Guide to Game Development" by Jeannie Novak. As a new user you will most certainly learn valuable information from that book. There are also sections in the book where different GS developers (and others) make different statements about there experiences (something I personally enjoy reading).
@SaladStraightShooter, from what I can tell the book only had one game example in it and not only did the tutorials for that game seem incomplete and placed throughout the book randomly in no sensible order, it also seemed a far too basic game. It has very few features in the game, so gives you no real idea of what GameSalad can do, and teaches you very little.
My main moan about the book though is all the irrelevant information scattered throughout the book, the page fillers about different game genres and consoles and all of the other crap you'd find in every other game programming book. None of the information was new or interesting. I got bored with it very quickly, and gave up trying to find the tutorials in it which is why I say it seemed incomplete.
Being branded as an official guide I would have hoped for more games, and more tutorials. Enough to have covered most of the behaviours, and given you enough information to start on your own games. And for it to act as a good resource book. Sadly it failed (for me anyway) at all of those. It is colourful though!
As a rule I always find those official books for all software pretty lame. Plus they tend to become irrelevant pretty fast as they are print. I have kicked around the idea of doing a GS book but using the iBook format that way it can be updated with new info and plus videos and such can be incorporated. The paper printed word is on life support. I always find it interesting when tech companies communicate via antiquated methods. My philosophy is to be on the cutting edge of tech not on the bleeding edge. GS's documentation has always been and still is subpar. With resources like Game Team One they should be able to provide basic demo projects showing how to use new function or create particular types of executions. Take for example the expression editor, a constant problem is what and how to do basic things like, separating text, creating basic math equations, et. How hard would it be to draw up a basic index of example expressions and what they do and why you use particular operators plus a list of usable operators and their use. How long could it take to put together a basic index, a day? Even us who do videos and try to provide content and context for GS users get little support or information from GS. I remember asking @SSS for some basic info on how to properly use the additive and stacked for certain behaviors, although SSS tried I never got an answer. In my discussions with @codewizard he said he was going to get me plugged in with info to do accurate videos, that never happened either. There are those of us who want to help and invest time and money to help fill the gap for info as we understand GS has limited resources. Unfortunately, we can't seem to get any accurate info from them in any form. This leaves it to us to figure it out by trial and error and then there is no garantee we are being 100% accurate.
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Best of luck on your journey!
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on gshelper.com and deepblueapps.com they have really good free templates
good luck
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My main moan about the book though is all the irrelevant information scattered throughout the book, the page fillers about different game genres and consoles and all of the other crap you'd find in every other game programming book. None of the information was new or interesting. I got bored with it very quickly, and gave up trying to find the tutorials in it which is why I say it seemed incomplete.
Being branded as an official guide I would have hoped for more games, and more tutorials. Enough to have covered most of the behaviours, and given you enough information to start on your own games. And for it to act as a good resource book. Sadly it failed (for me anyway) at all of those. It is colourful though!
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