Something wonderful has happened!
AfterBurnett
Member Posts: 3,474
Okay, so a while back I bought Unity iPhone, thinking I'd quickly be the master of code and have top selling games. I then discovered that I am too stupid to code.
THEN, I discovered GameSalad and was lured in by the promise of no coding... yet I was still met with booleans, integers and the like, of which I now understand!
AND, upon picking up my trusty old Unity bible (a rather hefty selection of tutorial PDFs I printed off), I actually began making sense of the code! GameSalad and basically given me the knowledge I needed to know how games are built! I reckon with a few more months plugging away at GS, I'll actually be able to pick up Unity again and this time code something!
But for now, I'll stick with the no coding option
THEN, I discovered GameSalad and was lured in by the promise of no coding... yet I was still met with booleans, integers and the like, of which I now understand!
AND, upon picking up my trusty old Unity bible (a rather hefty selection of tutorial PDFs I printed off), I actually began making sense of the code! GameSalad and basically given me the knowledge I needed to know how games are built! I reckon with a few more months plugging away at GS, I'll actually be able to pick up Unity again and this time code something!
But for now, I'll stick with the no coding option
Comments
Thanks again GameSalad!
I've never been able to get my head around scripting personally, till a friend recommended me for the job I'm at now (and about to leave!).
I told him I had no scripting experience, and he just said 'The stuff you're doing in GameSalad is scripting - it's just more visual.'
Using logic, conditions, equations, etc etc - it's all helpful (as you guys above me have pointed out!).
It's great stuff, isn't it?
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
...learn GameSalad so you can get a game development job you won't stay at?
GameSalad has let me focus on creativity without getting bogged down in the nuances of "elegant" code structures.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Not being from the UK, I had no idea what this phrase meant. Heh... but I searched the Internet to find out and it was quite funny. HA HA!
THEN the hard work begins... the rest of the work on my shooter... LOL.
THE 4G/ HD COMES OUT NEXT MONTH!
WAIT AND YOU SHALL BE REWARDED!
But thats cool though too
Good Luck!
And everyone else will have the 4g/ HD and all that 1ghz 512ram front facing camera, better back camera better battery, thinner etc. goodness...
including myself.... Do yourself a favor and just wait!
In all honesty, it doesn't appear to be mind-twisting difficult... definitely not on par with writing an entire game from the ground up using C++ and TextEdit! The engine is just considerably more full-featured, and thus it requires some scripting to tie it all together. Furthermore, it appears that scripting is mostly required for the logic aspects, at least for basic game operations... what I mean is, Torque2D requires that you write your own "Rules" while GameSalad makes that aspect visual (but the exchange, again, is that Torque is more powerful and flexible).
Again, this is just my first impression of Torque, and I have not started any serious scripting yet. The rest of the TGB (Torque Game Builder) engine is actually very visual! This might come as a surprise to some people who think the other game development engines require extensive and deep knowledge of Objective-C, UNIX, etc. In fact, TGB looks very similar to GameSalad, and using GameSalad really helped me decipher the TGB interface faster. In TGB you also have "actors" which you drag into a "scene". You apply Physics principles to them (all included, all visual, and many more available). You set basic Collision parameters, position, rotation, movement, gravity, etc. etc. Scripting does become necessary when you need to define your "Rules", but I think with some tutorials and practice, I can accomplish the basics.
Anyway, it's encouraging when I suddenly don't feel "too stupid" to script! Some of this even looks familiar to JavaScript which I have used (moderately) in my web design work. Of course, FMG, TShirtBooth and others make an excellent point: there probably is no faster way to bring a game from concept to reality than GameSalad... and for that GS serves a wonderful purpose... just so long as that concept doesn't exceed GameSalad's capabilities.