The future of GameSalad Creator - What we would like to see implemented next

JodyMitomaJodyMitoma Member Posts: 307
edited May 2014 in Working with GS (Mac)

Good day, fellow creators/developers,

Lets take a moment to talk about what you would like to see in future releases of the GameSalad Creator engine.

I've noticed a few things that could make Creator just that little bit better, so here are my own personal suggestions to get the ball rolling:

  • Zoom in/out of Stage so that you could more easily and more precisely align objects, and find possibly hidden actors.

  • Ability to add in-app purchases through Google Play Store

  • Additional stability to prevent crashing (Windows version, at least)

  • ...

Please take a minute to share any and all thoughts you have on future updates of the software. If enough people want it, the programmers just may implement it! That is usually how it works, isn't it? ;)

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Comments

  • JodyMitomaJodyMitoma Member Posts: 307
    • The ability to select multiple actors and move them all at once. This would be HUGE.
  • Skyrocket_EntertainmentSkyrocket_Entertainment Member Posts: 206

    On/off ugly loading wheel. I want to use my own indicator without loading wheel appear.

  • MoikMoik Member, PRO Posts: 257

    I think Google IAP is already on the road map. They also have Project Obfuscation in the pipeline, which I'm eager for.

    I would like to see maybe some in-SDK tutorials. Specifically, warn the user not to type their variables into the rules. And, don't have incorrectly formatted calculations feed back "0", instead have a symbol or something. These issues can mislead a developer for a long time.

  • 8bitninja8bitninja Member Posts: 367

    Controller support for Amazon fire tv and ios 7!

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    That's how it hope it'd work. As someone who has been here for years, I've seen several of these threads. Some of the things listed have been incorporated, which is good. Hopefully now that GS has redone their code base, they can begin to add some of these things.

  • StoneclipseStoneclipse Member, PRO Posts: 130

    Admob!!

  • imGuaimGua Member Posts: 1,089
    edited May 2014

    Ability to store additional files with .apk (to have and ability to upload apps bigger than 50 mb to Google Play.)

    http://anythingbutiphone.com/15648/

  • JodyMitomaJodyMitoma Member Posts: 307

    @imGua said:
    Ability to store additional files with .apk (to have and ability to upload apps bigger than 50 mb to Google Play.)

    http://anythingbutiphone.com/15648/

    Wait.... what?

    50MB's is our max size allowed on Google Play?! Oh for heaven's sake.............

  • ReMasteredGamesReMasteredGames Member Posts: 101

    EXE publishing option :)

  • JodyMitomaJodyMitoma Member Posts: 307

    So what you're telling me however, is that because my game will be around 100MB's when ready to publish, I won't be able to publish it on Google Play because of this retarded 50MB limit?!

  • ReMasteredGamesReMasteredGames Member Posts: 101

    @JodyMitoma said:
    So what you're telling me however, is that because my game will be around 100MB's when ready to publish, I won't be able to publish it on Google Play because of this retarded 50MB limit?!

    Sadly yes. One of Google Plays biggest problems.

  • MoikMoik Member, PRO Posts: 257

    I believe that the 50mb limit only applies when the customer is connecting to Google Play via cellular data (Edge/3G/LTE). At least, the iOS 100MB limit works like that from what I understand. Larger files should download fine over Wifi. The iOS App Store gives an error when attemping to download a large game over cellular, but doesn't block it for Wifi.

    I don't know how the Google Play Store works though, I'm just assuming it must work in a way that's competitive with the iOS App Store.

  • ReMasteredGamesReMasteredGames Member Posts: 101

    @Moik said:
    I believe that the 50mb limit only applies when the customer is connecting to Google Play via cellular data (Edge/3G/LTE). At least, the iOS 100MB limit works like that from what I understand. Larger files should download fine over Wifi. The iOS App Store gives an error when attemping to download a large game over cellular, but doesn't block it for Wifi.

    I don't know how the Google Play Store works though, I'm just assuming it must work in a way that's competitive with the iOS App Store.

    We're not talking about downloading, we're talking about uploading. The APK has to be 500MB or less to be uploaded to the store.

  • JodyMitomaJodyMitoma Member Posts: 307

    Well there goes 80% of the customer base. Once I'm done with this game, I'm going simple.

  • JodyMitomaJodyMitoma Member Posts: 307

    @ReMasteredGames said:
    We're not talking about downloading, we're talking about uploading. The APK has to be 500MB or less to be uploaded to the store.

    I'm assuming 500 was a mistake, and you meant to say 50 again? O.o

  • imGuaimGua Member Posts: 1,089
    edited May 2014

    @ReMasteredGames said:
    EXE publishing option :)

    How can I forgot about that.

    plus Gamepad support

  • MoikMoik Member, PRO Posts: 257

    Looking into the 50MB/Expansion Files thing, it doesn't actually seem that challenging on the surface. If I'm understanding it correctly, the Game Salad publishing function for Android would simply need to:

    1. Automatically request two or three more installer permissions than normal (Internet, Liscence Check, and Write To Storage)
    2. Export any secondary (non-launch screen) media to a separate .obb file (which is apparently a zip file in Store mode with a different extension name, and the android SDK already includes a batch process which creates these)
    3. Put a default function in which has the app check for the files on launch, and request them from Google Play if they aren't present, based on a license ID the creator would need to provide
    4. Leave it to the creators to make an appropriate Launch Screen scene which revolves around an Attribute check or something for the liscense/file check

    Some competing SDKs already had community members present work-arounds to create the expansion files. I'm looking at what @jonmulcahy did for custom PHP/SQL servers, and how everything is in XML for projects, and am wondering it it's possible for us to hack together an obb creator.

  • eroswu1985eroswu1985 Member Posts: 17

    html5 to other place like construct 2

  • eroswu1985eroswu1985 Member Posts: 17

    and about zoom in/out, for now you can change camera range to achieve that goal(although it will stretch the screen)

  • jeoncrackjeoncrack Member Posts: 25

    publish ios with windows version :smiley:

  • JodyMitomaJodyMitoma Member Posts: 307

    @jeoncrack said:
    publish ios with windows version :smiley:

    This is far from a GameSalad issue. You cannot publish anything onto the App Store with a Windows computer.

  • ArmellineArmelline Member, PRO Posts: 5,369
    edited May 2014
    • Far more control over actor placement - snap to grid, multiselect etc.
    • Re-ordering of attributes
    • Ability to pass attributes to spawned actors
    • Ability to change tags during run-time (this would be insanely useful)
    • Massively improved attribute picker
    • Custom fonts
    • Sortable arrays
    • Ability to copy a rule from one project to another, where if an attribute is in the rule but not found in the new project it is created
    • Much more flexible HTML5 export
    • Ability to iterate attributes with a ++ rather than having to pick them via attribute picker

    I could go on but those are what sprung to mind immediately.

    To give GameSalad credit, my list is definitely getting noticeably shorter.

    And if I'm moving from realistic to dreamworld, I'd take transparency based collision detection too.

  • JodyMitomaJodyMitoma Member Posts: 307

    @Armelline said:
    And if I'm moving from realistic to dreamworld, I'd take transparency based collision detection too.

    I'm no programmer, but would programing GameSalad to detect invisible pixels in a .png image really be that hard? I think this is something that seriously needs to be worked on for GameSalad version 0.12.

  • ArmellineArmelline Member, PRO Posts: 5,369

    @JodyMitoma said:
    I'm no programmer, but would programing GameSalad to detect invisible pixels in a .png image really be that hard? I think this is something that seriously needs to be worked on for GameSalad version 0.12.

    It's a limitation of the physics engine they use (so I read) so it would a significant undertaking.

  • ReMasteredGamesReMasteredGames Member Posts: 101

    @JodyMitoma said:
    I'm assuming 500 was a mistake, and you meant to say 50 again? O.o

    Yes I meant 50 haha. Apologies.

  • LoadedLoaded Member Posts: 240

    @Skyrocket_Entertainment said:
    On/off ugly loading wheel. I want to use my own indicator without loading wheel appear.

    This already exist with Pro version of GS.

    Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.

    Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…

  • LoadedLoaded Member Posts: 240

    I would like to see better / more social options, better Facebook integration, Facebook login support, better Facebook sharing. Facebook publishing for games.

    Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.

    Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…

  • SocksSocks London, UK.Member Posts: 12,822

    CFrogs.

  • LoadedLoaded Member Posts: 240

    Yeah... and custom frogs.

    Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.

    Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…

  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2014

    @Loaded said:
    Yeah... and custom frogs.

    The SDK world is a small pond, If GS had CF it would leap over the competition.

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