I've brought this up numerous times but I'd like to see a sort/draw order option for the actors. Not some trick where you put an actor on different layers but a real system that allows several actors to layer on top of each other properly. Maybe dynamics layers that they have mentioned will allow that? Not sure if or when that will happen though.
@Socks said:
1. Folders for assets.
2. Basic scene functionality (zoom / snap to grid / multiple selections / rulers / guides).
3. Custom fonts / frogs.
4. Interface improvements too numerous to mention here.
5. Access to iOS mic / camera / images folder.
6. Polygonal collision detection - or even just a few more basic shapes.
7. Joints.
8. A lobster.
+1 for asset folders
+1 for basic scene functions
+1 for more collision shapes
+1 for joints.
@RondoRocket said:
I've brought this up numerous times but I'd like to see a sort/draw order option for the actors. Not some trick where you put an actor on different layers but a real system that allows several actors to layer on top of each other properly. Maybe dynamics layers that they have mentioned will allow that? Not sure if or when that will happen though.
Yeah, I always forget about layers control, even something as basic as this (below) would open up a world of possibilities:
I might even be tempted to move it a few places above 'lobster'.
Folders for assets and actors.
Basic scene functionality (zoom / snap to grid / multiple selections / rulers / guides).
Custom fonts / frogs.
Interface improvements too numerous to mention here.
Layer controls.
Access to iOS mic / camera / images folder.
Polygonal collision detection - or even just a few more basic shapes.
Asset folders are essential for larger games, once you have - for example - 1,400 images . . . (sounds like a lot but it's only ten 140 frame image sequences, and I've gone way past that number on more than one occasion) . . . the project can become unmanageable, the situation is made all the worse given than windows lose their size, shape and position every time you move away from them.
So, you set about searching through a thousand images, open the images window out so you can see a greater number of images - scroll to the right area, search a little more - after a while find the one you need, or at least the one you think you need . . . . do what you need to do with it, place it on an actor or whatever . . . hit preview. . . whoops ! Wrong image, so back to the images window, which has completely reset itself, it's closed back down to its default size, the position you had scrolled to has gone so you start the search from scratch . . . .
Do this 30 or 40 times a day and you want to walk outside, lie down and quietly weep.
Folders would be a dream come true, imagine having folders that read "Spaceship parts", "Tests elements", "backgrounds", "Unused", "enemy parts" . . . . and so on, it would make navigating several hundred elements soooooooooo much easier.
And there should be folders for actors as well as assets !
. . . . and the ability to view the Actors window and the Images window (and sound) like an OSX window . . . by Icon, as a text list, by type, by date modified, by size, by tag/label, date added . . . and so on.
As a music composer, I would love to have a more robust audio engine. Ideally I would love support/integration for Wwise or Fmod. Right now the audio engine is extremely limiting for me.
In the Graphics options: X and Y offset when tiling images, not just left, right and centered. This ability would have given us spritesheets ages ago.
Also, with the new graphics engine, plzz consider giving the ability to bake textures during gameplay. Functionally it could work like tables. Supply a blank texture image, lets say a blank face. Make a copy of this image and merge with other images to create a new image/texture - useful for making a custom face, ground texture, decal, etc.
I posted this earlier, but I'll shout it out again - After attending the Electronic Entertainment Expo (E3) in LA earlier this month and seeing how the console market is bleeding users dry due to the economy and the dying business model, I think it'd be a real priority to attain some kind of support for 3rd-party Game Controllers using the API code in iO7 (and soon to be 8) along with support for controllers on the android devices and TV devices.
All of the cool features that have been mentioned in this thread already are very important and I'd love to see them included, but when you think about it from a business standpoint, GS works right now - not perfectly, but it works.. By adding support to permit GS Devs for making games that console gamers normally look for but aren't interested in coughing up $59.99 for would open up a larger revenue stream for all of us.
Hell, make it a $25 GS one-time add-on to cover the dev costs of implementing the controller support. I for one would totally pay that if I could open up development to different types of potential customers. (That said, I'm sure companies like RAZOR or Logitech would love to partner with an thriving indie developer like GS to do some cool cross-promotional marketing to help offset the dev costs as well..)
I think the single most beneficial improvement to GameSalad, more-so than any IAP or FaceBook or anything like that, would be pixel collisions.
I know the GS team have commented on it before, and has already been mentioned in this thread, and it's unlikely any time soon, but it would really ramp up the value and usability of GameSalad tenfold.
@BlackCloakGS said:
Loaded I am looking at the thread
Sounds like a threat lol
Always going to be hard to please everyone, but I don't think anyone has had a bad idea in this thread. Core functionality improvements, as @Socks and @colander have mentioned would help everyone across the board.
Comments
Display table/part of a table
Import a csv file from a server
Change font size at runtime
Custom fonts
Universal Binary Template - Universal Binary Template Instructions Rev 4 (Short) - Custom Score Display Template
I've brought this up numerous times but I'd like to see a sort/draw order option for the actors. Not some trick where you put an actor on different layers but a real system that allows several actors to layer on top of each other properly. Maybe dynamics layers that they have mentioned will allow that? Not sure if or when that will happen though.
Twitter:rondorocket
Web: rondorocket.com
+1 for the display table (would help with work flow)
Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.
Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…
+1 for asset folders
+1 for basic scene functions
+1 for more collision shapes
+1 for joints.
Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.
Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…
Yeah, I always forget about layers control, even something as basic as this (below) would open up a world of possibilities:
I might even be tempted to move it a few places above 'lobster'.
Asset folders are essential for larger games, once you have - for example - 1,400 images . . . (sounds like a lot but it's only ten 140 frame image sequences, and I've gone way past that number on more than one occasion) . . . the project can become unmanageable, the situation is made all the worse given than windows lose their size, shape and position every time you move away from them.
So, you set about searching through a thousand images, open the images window out so you can see a greater number of images - scroll to the right area, search a little more - after a while find the one you need, or at least the one you think you need . . . . do what you need to do with it, place it on an actor or whatever . . . hit preview. . . whoops ! Wrong image, so back to the images window, which has completely reset itself, it's closed back down to its default size, the position you had scrolled to has gone so you start the search from scratch . . . .
Do this 30 or 40 times a day and you want to walk outside, lie down and quietly weep.
Folders would be a dream come true, imagine having folders that read "Spaceship parts", "Tests elements", "backgrounds", "Unused", "enemy parts" . . . . and so on, it would make navigating several hundred elements soooooooooo much easier.
And there should be folders for actors as well as assets !
. . . . and the ability to view the Actors window and the Images window (and sound) like an OSX window . . . by Icon, as a text list, by type, by date modified, by size, by tag/label, date added . . . and so on.
@Socks I'm sure no one would disagree that it's a great idea... just hope GS are listening to this thread.
Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.
Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…
As a music composer, I would love to have a more robust audio engine. Ideally I would love support/integration for Wwise or Fmod. Right now the audio engine is extremely limiting for me.
please make array for Attribute: game.Win(x) = 1. Tables is a way to go, but this should be more streamlined.
@Loaded I am looking at the thread
In the Graphics options: X and Y offset when tiling images, not just left, right and centered. This ability would have given us spritesheets ages ago.
Also, with the new graphics engine, plzz consider giving the ability to bake textures during gameplay. Functionally it could work like tables. Supply a blank texture image, lets say a blank face. Make a copy of this image and merge with other images to create a new image/texture - useful for making a custom face, ground texture, decal, etc.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
@Socks (and everyone else who has suggested this!) +1 for snap to grid. Also, support for Mac and IOS style GUI features.
I posted this earlier, but I'll shout it out again - After attending the Electronic Entertainment Expo (E3) in LA earlier this month and seeing how the console market is bleeding users dry due to the economy and the dying business model, I think it'd be a real priority to attain some kind of support for 3rd-party Game Controllers using the API code in iO7 (and soon to be 8) along with support for controllers on the android devices and TV devices.
All of the cool features that have been mentioned in this thread already are very important and I'd love to see them included, but when you think about it from a business standpoint, GS works right now - not perfectly, but it works.. By adding support to permit GS Devs for making games that console gamers normally look for but aren't interested in coughing up $59.99 for would open up a larger revenue stream for all of us.
Hell, make it a $25 GS one-time add-on to cover the dev costs of implementing the controller support. I for one would totally pay that if I could open up development to different types of potential customers. (That said, I'm sure companies like RAZOR or Logitech would love to partner with an thriving indie developer like GS to do some cool cross-promotional marketing to help offset the dev costs as well..)
-- J
I think the single most beneficial improvement to GameSalad, more-so than any IAP or FaceBook or anything like that, would be pixel collisions.
I know the GS team have commented on it before, and has already been mentioned in this thread, and it's unlikely any time soon, but it would really ramp up the value and usability of GameSalad tenfold.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Sounds like a threat lol
Always going to be hard to please everyone, but I don't think anyone has had a bad idea in this thread. Core functionality improvements, as @Socks and @colander have mentioned would help everyone across the board.
Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.
Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…