Top Tips when creating games

debugdesigndebugdesign Member Posts: 886
edited November -1 in Working with GS (Mac)
Hi Guys,

The more I refer to the support area, the more I realise how empty it is. So to start off slowly I plead with you to add your TOP TIPS to this thread...

I will then copy and paste them into the top tips area of the support...

I have added one about pausing already but if you could spare a couple of minutes to write something we can start sorting out the support / wiki area

Thanks

Comments

  • VoidedSkyVoidedSky Member Posts: 1,095
    ~Your first game should always be simple

    ~Make sure you idea works in GS BEFORE you buy graphics

    ~Keep the size of the files small

    ~Don't be afraid to ask questions on the forums, if you can't find any help in the search.

    ~You CAN search the forums; on the top right-hand corner of the forums page, there is a magnifying glass.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    AUDIO AUDIO AUDIO! As well as pro graphics, you NEED good sound!

    Unless you have the artistic ability in gfx and sound, do NOT try them yourself... if your game looks and sounds crap, despite how well it plays... it will still look and sound crap. People don't like buying crap.

    Royalty free music and sound can be pretty reasonable, even free if you look around. As for the art, save the pennies and pay an artist (it's not very expensive for a simple game), or get someone to go in on a rev-share... the first thing people see of your game in the App Store are the graphics... it surprises me how many terrible looking things get released and the sellers complain about sales.

    And yes, keep the game simple! Don't try and be the new EA... most people who game on the iPhone are casual gamers, anyway.

    And make a game with mass appeal! People love shooters, racers... maybe stay away from coloured block and blob puzzle games as the app store is LOADED with them.

    Of course, I'm just speaking out of my ass as I haven't submitted anything yet. LOL. We'll see how well my game sells ;)
  • debugdesigndebugdesign Member Posts: 886
    Any Links you have to useful websites such as:

    http://www.screenr.com - for desktop recording
    http://www.media.io - for converting sound files into .ogg
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Step 1) Think about the game play. especially controls (d pad, joystick, accelerometer, etc.)

    Step 2) search the demo projects. for example, if you are using a joystick control it is WAY easier to start with codemonkey's demo than it is to add it to an already started project.

    Step 3) get ONE level working PERFECTLY and test it on your device to make sure the FPS is high enough.

    Step 4) Start building the rest of the levels.

    Step 5) Get honest feedback from people BEFORE submitting it to apple

    Step 6) Market it and use your promo codes wisely.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Pray to God.
  • VoidedSkyVoidedSky Member Posts: 1,095
    http://www.belightsoft.com/products/arttext/overview.php

    For home made graphics, This is what you want. For $40 you can't go wrong!!!
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    i use art to text all the time!
  • design219design219 Member Posts: 2,273
    Stop every so often and ask yourself:

    Would I enjoy playing this game enough to pay for it?

    We are often too close to a project to be honest with ourselves. It's our idea, we made the graphics, we figured out how to make it work. We're going to get rich at the App Store, etc.

    If you have any doubts at any point, you should slow down and think about how to make this project the very best it can be. Not in the next update, but now.
  • design219design219 Member Posts: 2,273
    POLYGAMe said:
    Pray to God.

    Which one?
  • debugdesigndebugdesign Member Posts: 886
    It's looking better already:

    http://gamesalad.com/wiki/community_tips
  • design219design219 Member Posts: 2,273
    Wow, that was fast.
  • quantumsheepquantumsheep Member Posts: 8,188
    design219 said:
    Which one?

    ALL OF THEM!!!

    On a serious note, make life easy for yourself by not leaping before you look.

    Essentially, I think Scitunes mentioned this, but put EVERYTHING into your first level.

    Before you move on, you should have all enemies, all game mechanics (if possible), your player and your HUD in place.

    TEST IT TO THE POINT OF BOREDOM.

    Only when your first level is perfect, should you consider starting to build the other levels.

    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • JCFordJCFord Member Posts: 785
    JCFORD NUMBER 1 TIP: Save, Save, back-up and save again!
  • PhoticsPhotics Member Posts: 4,172
    Ah, this thread is bad for business. HA HA! :)

    These are good tips... I have better ones. Heh... whew!

    OK... OK... here's one bit of advice... BACK UP YOUR WORK!!!
    Create copies... and get in the habit of saving often.

    OK... OK... OK... here's a really good tip... Interpolation can be used instead of Move or Accelerate. This will allow you to move actors without turning on physics. It's a significant savings in performance. This creates issues with physics, but I have solutions for that too. HA HA... what?! I can't give away my whole book for free :-)
  • PhoticsPhotics Member Posts: 4,172
    JCFord said:
    JCFORD NUMBER 1 TIP: Save, Save, back-up and save again!

    Heh, I didn't see this, so here's another tip. Right-click... or command-click... the GameSalad project file to see the contents of that file. If you messed up artwork or a sound file in your main copy, you can go to a backup and pull it out from there.

    I have so so so many little tricks like the ones here planned my book. :)

    Edit: The language seems more general for the page, so maybe there are two general headings...

    Save ...and you can right-click to pull files from GameSalad project files.

    Optimize ...certain behaviors are less intensive than others. Don't use more than you have to and use the right ones for the job.
  • design219design219 Member Posts: 2,273
    Hey, back to work on the book!
  • PhoticsPhotics Member Posts: 4,172
    design219 said:
    Hey, back to work on the book!

    Ha ha... OK :)
  • debugdesigndebugdesign Member Posts: 886
    Thanks everyone, I have added these now so we can all refer to them easily and point newbies in the right direction!

    http://gamesalad.com/wiki/community_tips

    We will work on another page later!
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Good job Ian, im sure many will find it really useful
  • LogoLogicLogoLogic Member Posts: 51
    Here is a good blog about game creation.

    http://www.bytesizeadventures.com/
  • RiffelRiffel Member Posts: 1,272
    turn movable off, it save performance.
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