Anyone actually released a Gamesalad async multiplayer game yet?

StormyStudioStormyStudio United KingdomMember Posts: 3,989
edited November 2014 in Working with GS (Mac)

Morning World

I've been away for a bit exploring and learning other platforms... plus surfing/drowning.

I know full facebook integration and push notifications are not available with Gamesalad just yet.

Plus playstogether integration is due to arrive soon ish...

But we do have the URL behaviour and can do asynchronous multiplayer right now using our own server?

(This is where I'd previously got to)

Has anyone finished and published an asynchronous multiplayer game made with GameSalad yet?

or is that achievement still up for grabs?

I had searched but only found posts from people who'd made their game with another SDK and were simply trying to advertise their wares on the GS forum.

It would be great to see what GS async games have been made, or equally great to know I could still be the first.

Cheers

Jon

Comments

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    Afaik none has been made yet. My next game uses networking for getting stats on gameplay but that's it.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    No we're waiting for a new nightly been months. The table refresh bug is still in the last nightly so you can't do much.

  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    edited November 2014

    Ok, good to know... maybe its time to dust off my old project and see if I can't get something out the door.

    @The_Gamesalad_Guru‌
    Is Battleships still ready and waiting?... are you tempted to put it on your own server setup, that should get around the tables bug? ... Though I'm guessing you'll do a tutorial series with it which would obviously suit playstogether better once its properly working.

    I think I'd settled on ditching certain elements so you couldn't choose who to play against (I'll save that for facebok integration round 2) but would still be async-multiplayer.

    The only hurdle left was a gameplay one, that just seemed to cripple the fun and strategy factor a little. After months of thinking it over, I'm still no closer... silly old mind wheres my damn eureka moment. :s

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Yes I still have the work I started but with the table bug it was impossible to go farther as I couldn't test well enough. I'm going to use play together for now so I can do videos on it. After that I'm going to get into the stuff you and Jon were doing as that will be handy for some of the regular app work I do. Being able to retrieve and send data will be very handy.

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

    I recently worked on a wind turbine app project that required data (the speed of the wind generated by the player) to be sent to a server. The server would then send that data to a motor and spin a small demo wind turbine at the speed at which the player was spinning it in the game. Custom servers were used. I'd hardly call that a multiplier game, though.

    @The_Gamesalad_Guru said:
    Yes I still have the work I started but with the table bug it was impossible to go farther as I couldn't test well enough. I'm going to use play together for now so I can do videos on it. After that I'm going to get into the stuff you and Jon were doing as that will be handy for some of the regular app work I do. Being able to retrieve and send data will be very handy.

    Yeah - I've been waiting for that bug to be fixed for months. @uptimistik‌ and I have a demo project we're working on to learn the new system, but we cannot move forward until that bug is fixed.

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