Status Report

24

Comments

  • PhoticsPhotics Member Posts: 4,172
    Photics said:
    For some unknown reason, I seem to have lost about half of my frame rate.

    Three words: Constrain is bad!
  • nulonulo Member Posts: 315
    when it becomes a sickness?
    Rob2 said:
    when you start talking about it :)

    be careful with all the perfectionist stuff, gamesalad is still BETA.
    On my latest game poodle invasion I worked on the menu system for about 3 DAYS. it was all pretty all perfect, very pro like. anyone who got the 1.0 version tasted this perfection. the PROBLEM: GS couldn't handle all this perfection on any devices older than the iPod 3G and iPhone 3GS. what happened to all the perfection? i basically had to cut down many parts of the game, including graphics and sounds, taking away lots of the perfection on poodle invasion.

    you know what they say, perfection is perfection, but a software in BETA is still in BETA
  • quantumsheepquantumsheep Member Posts: 8,188
    Nulo,

    Does that mean I *shouldn't* download any update for Poodle Invasion then? I love the game as it is, thanks!

    Also, with reference to what we were emailing about *taps nose* that sounds good to me :D

    Cheers,

    QS :D

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

  • PhoticsPhotics Member Posts: 4,172
    nulo said:
    you know what they say, perfection is perfection, but a software in BETA is still in BETA

    That way of thinking only goes so far. While GameSalad may be in beta, the money I can make with it is not. I'm doing the best I can to make my game fun and professional.

    I'm almost done. I think I can wrap it up tonight and send it off to Apple. There's one major problem though...

    THE LOAD TIMES ARE AWFUL!

    A 2D game should not have 30 second load times.

    I tried breaking things up into scenes, but that didn't improve the situation. It only spread out the loading times.

    I'm still waiting to see if Gendai Games actually delivers on their improved performance update. 0.8.6 was supposed to make things better, but it seems to have made a lot of things worse. I'm surprised that we still do not have an update yet.

    The level of communication is terrible. I think we should know when to expect the next update. If a significant update is going to happen this week, that would likely change my launch schedule.

    In order to improve the image of GameSalad, developers have to do their part by creating quality games. I believe that I have done this with the game I'm working on right now. However, Gendai Games also has to work on improving the image of GameSalad. I'm not sure I would want the words, "made with GameSalad" on the screen if the player has to wait 20-30 seconds before the action starts. Gendai Games might as well be telling potential customers, "Don't buy this software if you're interested in decent performance."
  • PhoticsPhotics Member Posts: 4,172
    A reasonable loading time / splash screen delay probably wouldn't bother me. 3-5 seconds is fine and quite common with professional level games. I'm not sure that's what's happening here though. It's a lot longer than the loading time with my other projects. For example, the Photics: Toolbox is no where near as large as my current project. (Heh... I think one audio track is as large as the entire Photics: Toolbox.)

    ...and the load times are not consistent. If I'm remembering correctly, I was bragging about a six second load time for the Photics: Toolbox. Heh... but now... loading up the same game... like 15 seconds. I don't understand why it's so inconsistent.

    For a 2D game, the load time should be 5-10 seconds tops... especially considering that the assets are already on the device.

    GENDAI GAMES, THE LOADING TIMES ARE TERRIBLE!
  • EastboundEastbound Member, BASIC Posts: 1,074
    I agree. I think its a problem when the games we create are getting rated worse simply because of the load time. It also leaves a terrible first impression for anyone playing the game for the first time.
  • Rob2Rob2 Member Posts: 2,402
    @TS....id never looked at that comparison before, I see what you mean, total load time using the viewer and recent games is less than half what it is when the app is built standalone, but what about with a pro license if you don't put a load screen in?
  • EastboundEastbound Member, BASIC Posts: 1,074
    @Rob: You can simply pick an alternate load screen image, not get rid of one entirely.
  • quantumsheepquantumsheep Member Posts: 8,188
    tshirtbooth said:
    even with pro same load time. They give us almost nothing with a pro licence. My pro is over in September and im not so sure i will renew with the current features offered in pro.

    Definitely ditto...

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

  • Rob2Rob2 Member Posts: 2,402
    yeah..right..I just wondered if it made any difference with no load screen.
  • ChunkypixelsChunkypixels Member Posts: 1,114
    Loading times does seem to be the main complaint thats constantly levelled at GameSalad games when getting reviews, so I would like to think that it has to be one of Gendai's priorities.

    I got the impression that the performance updates theyre working on are more to do with the editor side of things though, rather than the end build.... but I could be wrong.

    So are the game load times on the devices the same for Pro as they are for Express?

    (edit) doh!...someone just beat me to that question :)
  • quantumsheepquantumsheep Member Posts: 8,188
    Chunkypixels said:
    I got the impression that the performance updates theyre working on are more to do with the editor side of things though, rather than the end build.... but I could be wrong.

    This is the impression I got as well.

    The actual stability of Game Salad games, as well as FPS, was improved months ago... at the expense of Pause :(

    The latest build aimed to make the editor more stable. They didn't do as much as they'd hoped, and are continuing to make the editor more stable....

    Though they are fixing a few bugs the latest build has for the next update. Perhaps that's where some confusion has arisen about 'performance'?

    QS :D

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

  • PhoticsPhotics Member Posts: 4,172
    Pro is supposed to get better... but that concerns me too.

    For example, iAds and Game Center support would be great additions to pro... but not at $2000 per year.

    Export to xcode, that might be worth $2000 per year. That's only feature I think should be exclusive to pro... everything else -- except technical support and removal of the GameSalad load screen -- should be in the express version. We should be able to create links (especially to our apps in the app store) and we should be able to make custom load screens.

    If I buy Flash once, I have the software to keep. I don't have to put in Adobe splash screens and I can create hyperlinks.

    I think it should work like this for the express version... BETTER LOAD TIMES... 3-5 second Made With GameSalad screen... and then your custom loading screen if you want it... both logos should be touch to skip if the game is already loaded. The loading time should not be more than 10 seconds total.

    You're wondering if you should renew your pro license upgrade? I'm wondering if I should even bother with the App Store anymore. Android is gaining momentum. And except for one major issue, it's been a great experience.

    After I launch this app, I'll be able to see if hard work really does matter in the App Store. Otherwise, this might be it for me. It's been a lot of frustration and very little success.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    yeh loads times are a constant complaint!
  • quantumsheepquantumsheep Member Posts: 8,188
    But iAds and GameCentre are standard features of the SDK that Apple provides (or will provide, rather).

    With the recent scares about third party engines being excluded, and I'm paraphrasing here, 'Because they can determine when certain features will appear instead of the developer using Apple tools that give them instant access to all features', having iAds and GameCentre as Pro features is suicidal, surely?

    QS :/

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

  • IgnisIgnis Member Posts: 72
    Photics said:
    You're wondering if you should renew your pro license upgrade? I'm wondering if I should even bother with the App Store anymore. Android is gaining momentum. And except for one major issue, it's been a great experience.

    This is all well and good for you and other pro-caliber developers, but my "one major issue" is that I have neither the inclination nor the time to learn XCode or a similar ground-up development language for Android. Heck, I might not even have the overall skill set, considering how much I struggled with a Computer Science minor in college which I eventually dropped out of.

    I have the ideas and the artistic skills, and that's where GameSalad bridges the gap between my skills and getting a game produced. It lets me create games in an environment that I can understand, decipher, and comprehend... and where I can put my ideas to work quickly and visually. It's not perfect, but for now, this is about all I have.

    I do, however, wish there was a way to circumvent the App Store... even some community-oriented method to share iPhone and iPad games directly, without going through the Apple approval ordeal, etc.
  • PhoticsPhotics Member Posts: 4,172
    If iAds and Game Center is $2000 for one year, I think that I'd probably switch back to making Xcode apps. It's a "chicken and the egg" scenario for me. I think that my games would be a lot more successful if I had two things...

    In-App purchases and iAds

    However, I doubt that I'm going to spend thousands of dollars on an annual subscription without bringing in thousands of dollars first. I've already spent over $1000 and there's not that much success to show for it.

    While there are some GameSalad developers out there than can justify the expense, I'm thinking most will not. Would you rather have 10 people pay you $2000 or 100 people pay you $250?

    As for Flash... and pretty much the entire Adobe line of products... I haven't seen anything that significant in years. The games I'm making with GameSalad today are of the same caliber of Flash games from seven years ago. SEVEN YEARS AGO!

    On my desk is a copy of Jobe Makar's Macromedia Flash MX Game Design Demystified. (Check the copyright date.) It has pretty much the same stuff as GameSalad... but Flash can do Multiplayer, Vector Graphics, hyperlinks and other cool stuff. Even if I never upgraded Flash, I'd still be on the same level as today's GameSalad games.

    Obviously the issue is that Flash got smacked down by Apple. This is a huge boon for GameSalad, but I'm waiting for the Adobe Air beta. If I can export some Flash games to Android, and I still keep hitting the same brick walls on the iPhone OS side of things, why should bother?

    I like GameSalad. Overall, it's the way programs should work. I shouldn't have to learn complicated computer languages to accomplish simple tasks. The speed in which I can create games is amazing, but those games have to work well... and they have to sell well. There are issues that are making me wonder if I should keep trying with GameSalad and the App Store in general.

    My next game is a huge litmus test.
  • quantumsheepquantumsheep Member Posts: 8,188
    tshirtbooth said:
    But if you go with that then because we don't have all features available that we would using Xcode were still in the same boat, no?

    Yes, actually.
    I'm not worried about it. Not every app HAS to use the camera... or the compass... or whatever...

    But if we're making games, then I think Apple would be thinking "Why aren't these developers offering their customers the chance to integrate scores into GameCentre? Or why aren't they pausing the game when multi-tasking?"

    As Photics kinda alludes to, paying $2k for standard apple features is not the way to go. Previous to the GameCentre announcement, having openfeint integration (for example) in GameSalad *could* be a pro feature as it wasn't part of Apple's SDK.

    GameCentre is.

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

  • IgnisIgnis Member Posts: 72
    Photics said:
    On my desk is a copy of Jobe Makar's Macromedia Flash MX Game Design Demystified. (Check the copyright date.) It has pretty much the same stuff as GameSalad... but Flash can do Multiplayer, Vector Graphics, hyperlinks and other cool stuff. Even if I never upgraded Flash, I'd still be on the same level as today's GameSalad games.

    I agree that GameSalad lacks the full-on power that we crave, but again, it's "approachable". For years I have tinkered with the idea of bringing my game ideas to reality. A friend of mine laughs at how many times I've mentioned it and then given up. I have pondered the idea of learning Flash, Java... learning one language or another language... eventually I always gave up, realizing that I simply don't have that level of commitment. Is this my own fault? Probably. If I really sat down with a "Game Programming in Flash CS4" book for 8 hours a day, I could learn it. But geez, I just don't know if it's worth it! GameSalad gives me the tools up front to get a basic game, even a good game, fleshed into existence by me and only me, as I envision it. It has alot of limitations, yes, but it's also Beta software.

    I apologize if I'm beating a dead horse here and pirating your thread aimed at pro developers and seriously dedicated indie game developers. As GameSalad says, this is "Game creation for the rest of us." I guess I'm among "the rest of us".
  • quantumsheepquantumsheep Member Posts: 8,188
    Yep, I'm with you on all memberships being $300 a year with everything, and I understand your concerns about 'well, what do I get???' for $2k.

    Seriously, we're on the same page here. And I'm sure Gendai are looking into it...

    QS :D

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

  • butterbeanbutterbean Member Posts: 4,315
    I hope Gendai looks into this, it would be nice for $300 to have the link to other apps, but it's not a feature I'd want to pay $1,899 dollars more for which is basically the difference between the 2 memberships besides the splash screen
  • quantumsheepquantumsheep Member Posts: 8,188
    The problem then arises as to 'what happens if I've paid $2k already, and the price of pro goes down to $300, or $500', for example...

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

  • mrfunkleberrymrfunkleberry Member Posts: 424
    I know someone who has done games/apps for clients. These clients obviously don't want anyone else's logo on their app, so he bought the pro license. Of course this cost is passed on to the clients. This is the definition of a PRO license. Those who get paid to produce apps (the pros) can pay the license, and it's actually money well spent. It's not worth it for the majority of us, but for PROs it simply is.

    Stop being silly billys please. Gendai have already 'looked' into it, and it makes perfect sense.

    Silly billys, giggle.

    EDIT - :)

    EDIT 2 - :)

    EDIT 3 : "what happens if the price goes down?" - the cost of renewal gets cheaper. That's a good thing no?

    EDIT 4 : It's like a wise man once said - "You bloody well didn't 'fall' on it! How the hell did you get it stuck in there? Get the pliers Betty"
  • PhoticsPhotics Member Posts: 4,172
    Ignis said:
    This is all well and good for you and other pro-caliber developers

    Hey, you called me a pro. Thanks! :-)
    Ignis said:
    For years I have tinkered with the idea of bringing my game ideas to reality. A friend of mine laughs at how many times I've mentioned it and then given up. I have pondered the idea of learning Flash, Java... learning one language or another language... eventually I always gave up, realizing that I simply don't have that level of commitment. Is this my own fault? Probably. If I really sat down with a "Game Programming in Flash CS4" book for 8 hours a day, I could learn it. But geez, I just don't know if it's worth it! GameSalad gives me the tools up front to get a basic game, even a good game, fleshed into existence by me and only me, as I envision it. It has alot of limitations, yes, but it's also Beta software.
    Heh... that story is very similar to my history with game development. Back around 2001, I had some games on my website. Heh, I remember when CGI and Perl was important for web development. So yeah... learning objective C, Java, ActionScript... it's not appealing to me. I tried to make Flash games... even completed a few... but it was very hard. Around 2006-2007, I was trying very hard to be successful at making online/web games. I did find some success. PHP/HTML/MySQL seemed to be the winning combination for me. I had some nice text based games.

    I tried Flash. I tried XNA. Eventually I gave up. Android brought it back. That was like the warm-up for Apple. It's a lot harder on this side of the fence, even with GameSalad.
    I apologize if I'm beating a dead horse here and pirating your thread aimed at pro developers and seriously dedicated indie game developers. As GameSalad says, this is "Game creation for the rest of us." I guess I'm among "the rest of us".

    Heh... I like good conversation. I don't consider your post a thread a hijack. The title of this thread is "Status Report". That means, what is everyone up to while we wait for the next update of GameSalad. That's what I consider the theme of this thread.

    I've been working really hard on my game and my determination is starting to fade. That's making me grumpy. Just as I'm nearing the competition of my game, it's frustrating to see the loading time ruin the enjoyment of my game.
  • ChunkypixelsChunkypixels Member Posts: 1,114
    I agree, $300-500 is a more realistic price for the Pro license with a yearly subscription model, especially considering that the tool is still in Beta, lacks a lot of basic features, and has a bit of a track record for instability with updates.

    Ive yet to release my first game with the tools, but the current Pro subscription price, and what it actually gives you above the Express version does make me question a viable future using it.

    I understand a lot of the current pro users got their current licenses at $499, rather than the listed $2000. it would be interesting to see how many of the current pro users will stump up $2000 when their subscriptions are due for renewal.
  • mrfunkleberrymrfunkleberry Member Posts: 424
    Chunkypixels you are a silly billy :)
  • quantumsheepquantumsheep Member Posts: 8,188
    mrfunkleberry said:

    Stop being silly billys please. Gendai have already 'looked' into it, and it makes perfect sense.

    Silly billys, giggle.

    EDIT 3 : "what happens if the price goes down?" - the cost of renewal gets cheaper. That's a good thing no?

    I don't have the figures of how many are pro and how many are 'standard'. I don't think Gendai will ever tell us the figures. But they obviously 'Looked into' how much they thought they could charge before launching.

    GS launched with the standard package you can get now at $99 for an original price of $500.

    It was pretty obvious that the kind of people they'd attracted to using GS couldn't afford $500.

    About a month later it dropped to the $99 price.

    So having 'looked into it' they reacted to the market as it were.

    Now, even people that have pro licenses (me included, and Tshirtbooth who's the most successful money-wise of us all so far I'd wager) are saying that you just don't get enough to justify the high cost and won't renew a pro membership at $2k.

    If you add more stuff to the 'pro' version to justify the extra cost, then you alienate a whole bunch of other people that will expect those features for their 'non-pro' games.

    If you don't add new features, then sure, your mate and a handful of others might be able to afford it as a business with clients, but the take up will be less. Perhaps so small that a price drop incentive might be introduced. Again.

    Thus, I'm sure they're 'Looking into it' again. At least I *hope* they are. There have been plenty of good (as well as rubbish) suggestions as to how the pricing structure might be changed.

    As to edit 3 - yep, a glorious wonderful thing if the cost of renewal gets cheaper! Unless you spent 2K on it the week before the price drop ;)
    Photics said:
    I've been working really hard on my game and my determination is starting to fade. That's making me grumpy. Just as I'm nearing the competition of my game, it's frustrating to see the loading time ruin the enjoyment of my game.

    Believe me, it's good to take a break when you get to this point. The game will still be there in the morning* :)

    *make sure you back it up though, just in case!

    QS :D

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

  • nulonulo Member Posts: 315
    gamesalad can go 2 ways.
    microsoft's way
    - gamesalad home edition
    - gamesalad home edition deluxe
    - gamesalad super home edition deluxe
    - gamesalad ultimate complete pro
    - gamesalad server

    OR

    they can go apple's way

    - gamesalad creator

    I really can't see why they would go with 2 different versions. WTF is there a PRO version?
    Im not even arguing price's here, but Im sure if gamesalad had 1 complete version where everyone that gets it, gets everything.
    They only need to work on 1 version, they don't have to worry about updating 2 different softwares. They don't have to worry about customers (all of us) getting mad at them because they thought that one feature should be for all, and that other person thinks he should be getting more exclusivity by paying more.

    all I want is ONE gamesalad.

    make it $199 or $299

    "game creation for the rest of us but only if you have $2000 dollars to spend"
    not so much, thanks.
  • ChunkypixelsChunkypixels Member Posts: 1,114
    @ mrfunkleberry.... why am i a silly billy? please explain.....

    Like someone already said.... surely it makes more financial sense for Gendai to have a much larger base of paid pro accounts at a more reasonable price, than to have a much more limited number of accounts at the higher price.

    And to clarify.... I am a pro developer. Just not a GameSalad pro account holder. If the product justifies the $2000, then i have no issue paying it...but at the moment, like i say, Im still evaluating it, and have my concerns.
  • PhoticsPhotics Member Posts: 4,172
    quantumsheep said:
    Believe me, it's good to take a break when you get to this point. The game will still be there in the morning* :)

    *make sure you back it up though, just in case!

    QS :D

    I'm not sure that I want to push back my game. That would mean a memorial day weekend launch. I'm not sure if that's going to be a good sales week.

    I've been making daily backups. It helped.
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