A team working with gamesalad?
Alfati
Member Posts: 5
Hey.
I been wondering a little how more that one person working with same gamesalad product do it?
Any of you have experience with this?
How will it be best or easyest to work together on one product?
Comments
Be in the same building.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Haha yeahh thought about that
but how will it work?
one working on one scene and one one another or one working on same scene but diffrent actors?
And how do you put the together?
well usually one would do art /sound etc and the other program! id say i spend more time out of game salad in photoshop etc! also i made a sound track for my game EDM ESCAPE on iOS it actually took a week to make when the game too a few hours!
@jay2dx
Yeahh I did think about the one programmer and one art or/and sound.
But what im wondering about is 2 or more programmers.
As of right now I don't think GameSalad can have two people working on a single project. But correct me if I'm wrong.
@stahboy
Thats what im looking for an trying to find out.
And hope someone come with a way to make it possible?
There's a tool of @deepblueapps project merger that allow to 2 or more programmers to work to a project and when all the section are ended to merge all section to create a one single project
@Andrea_Comisi
Thats pretty cool thanks!
Having two programmers is tough. If your going to work as a team you really need top redesign your logic trees. If not your code will be bloated and not integrated. You can use DBA's project merger. The problem comes with game level attributes. Unless your team is very experienced in GS I wouldn't recommend sharing coding duties unless you take turns working on the file and pass the updated file back and forth. Most teams are two man partners on GS. Usually an artist teamed with a coder. This is the ideal team with GS software. It doesn't mean the artist can't code as that is very helpful but the duties should be divided by talent level. Take myself and my partner @RP he can code but he is a very talented artist. I am the better coder and we do the design and concept together.
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When a friend and I worked on Gravitrixx, we actually set the game up so that all the logic worked first, which was pretty simple.
It was worked on by both of us in the same room till we had it right.
Once the basics were done, we had a 'lego set' of actors that would make up the scenes.
So, when it came to designing levels, we had all the components already in place. A control actor, the player actor and then the different prototype 'blocks' that we'd need to create levels.
I sleep odd hours, but my friend doesn't. So it was literally me finishing a level or two, then passing the file via dropbox to my friend who'd carry on working, then back to me.
Not ideal, but it worked
QS
Dr. Sam Beckett never returned home...
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well just have one person working on player attributes and the other on world stuff, then copy pate the work into each others file! setting up project sharing would require quite a bit of work on gs's part, you just need to plan what your both going to do and work on that!
Thanks guys thats really something to think about!