Is anyone still here?
goliath
Member Posts: 1,440
I wanted to make a quick thread and just ask the question; Is anyone still here? Is anyone still ACTIVELY DEVELOPING games with Gamesalad? I ask because YEARS ago, I released some games but I haven't done anything in the mobile gaming space in quite some time. I have been poking around on the forums here and it seems like a lot of the threads are years old.
I just wanted to get a feel for things and see if there is still a community out there.
Comments
Yup! Got a game coming out very soon!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Are we allowed to ask about other game engines? I have been researching some BUT I don't want to post anything if that's against the rules here.
I'm working in my spare time on a couple of games based on the same concept as a previous game I made, on GS.
My wishes are to finish one of these soon...
I'm always here ;) i develop games with GS since 10 years :)
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I'm still using GS, working on a new game currently.
Get Screaming Loaf on Steam:
https://store.steampowered.com/app/1813910/Screaming_Loaf/
I am still here!
I've been here since 2010. I continue to maintain an annual subscription to GameSalad, and I read every every post in this forum.
Nice. Does anyone on this thread do this for a living? ALso- can I ask about another engine just to get everyones thoughts on it or is that a "no-no"?
Hi yes for me games develop is a work;
unfortunately these are really hard times for little developers like us...
about other game engines: honestly there are many out there but I personally use only GS.
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I am also still here. And yes I still develop in GameSalad.
I have been looking at GDevelop. Seems exactly like Gamesalad BUT it's free to try out and use. This is why I ask. I am just trying to make a good decision.
I tried Gdevelop a few years back and it was very clunky for me. Also, I couldn't find any plugins or documentation for monetization of any kind. No built-in ads, IAP, or subscriptions. Also at the end of the day, it only exports HTML. The iOS and Android exports are just HTML wrapped in Cordova. I can do the same with GameSalad (I have a series of blogs that document this), but for games, these types of builds always feel clunky. At least to me, they feel like HTML games inside a native window. Which I guess they are.
we are back making another Get Fiquette game. And having a ball :)
just worked out the iOS exporter and now stuck on the android.
how are you stuck?
Yesterday I build my last android game without issue...
Usually i generate AAB and i extract my .APK with @Armelline's tool.
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I see the new process now in the cookbook, will need to spend a little time working through that I think. thanks.
"Usually i generate AAB and i extract my .APK with @Armelline's tool." - what tool may this be??
@dimsdale You can find it in this thread: https://forums.gamesalad.com/discussion/98465/android-aab-support/p3
It's a very crude Applescript app that will ask you for the bundle tool location, AAB location, bundle name, Keystore location, Keystore password, then output an APKS and APK with the same filename as the AAB in the same folder as the AAB.
Thanks again to @Armelline for this Applescript.
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I was years away, but I want to update some existing apps and I am having ideas for new games.
I can understand the questions, if there's someone here.
When I have a look on the latest update of GameSalad, it was released about one year ago!
When I have active developed last, years ago, there were los of updates within a year.
So there are two possibilities:
1) The version doesn't make any problems (what would be fine :) )
2) The developer of the engine doesn't have the capacity of updating the engine.
The fact, that there are still lots of developers is a good one.
What's the status of the engine?
Regards
@MarcoCol we at a bit smaller capacity than in our heyday, but we still push updates.
We've largely separated the development cycle for the tool and engine. The tool is relatively stable, hence the lack of updates.
The engine was last updated in October and we're working on another update to add Pollfish rewarded surveys and GameAnalytics.com analytics to android as an RC. Then we'll do the same for iOS.
We've also released Creator 2.0 and put most of our tool work into that. You can access Creator 2.0 at https://creator.gamesalad.com
(Find out more here: https://www.youtube.com/watch?v=j_o8HxSZxUE&t=265s&ab_channel=gamesalad)
One of our final steps to releasing Creator 2.0 as our main creator is to create an offline desktop editor. This is for creators who work offline or want more privacy for their games can still work. The second most important step to offline creator is to let it invoke a native preview, so that users can test against both engines.
Hope that helps you catch up to the current state of GameSalad!
I'm going to throw out there that for me, the main barrier for Creator 2.0 is how bulky it is. A more streamlined "skin" would be a higher priority for me than offline mode. I don't know if that's just me, though!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Thanks adent42 for the details.
That means, that the main creator is stable and the updates are on the server-side on the publishing tools for each devices (android and iOS)?
I've tried to send a message to you, but I got a server timeout?!
I don't even find creator 2 that bulky. You just need a big monitor or a small monitor with a fine resolution and reading glasses.
That's actually a pretty good point. I haven't tried it since getting a big widescreen monitor, I've only tried it on my laptop screen.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
It's sort of bulky on purpose, it was designed using a touch widget toolkit and it works on iPad (more-or-less) now.
Some other reasons I think they feel bulkier, aside from the Material based widgets (and what we may do about it).
We've got work on Creator 2.5 going on in the background and that should have a bit more streamlined design. Once we finish that if the design is too small to work well on touch, we'll make a switchable skin for tablet mode instead of vice versa.
If Creator 2.5 pans out as expected, it will be the one-true-creator.
Yes @Armelline is the same for me.
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I'm still here and lurking in the shadows :)
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I'm here too. I've built 3 working games with gamesalad. One of which is available for android now. Visually its meh because I can't seem to find a reliable artist but its titled 'he who levels alone' if you want to check it out and see what is possible using gamesalad. And yes developing games is my primary occupation. As far as other engines I have only tried gs and unity. I've built a 3D game with unity but for 2D games I will always stick with gs.
@NoobDev Visually it is not bad at all. I like it. I also got a laugh out of some of the bad reviews you got. Like the dude that got to level 200 and didn't like the experience requirements. Apparently, up to that point, he was quite happy. Or the dude that got one-shotted by a level 40 knight when he was only level 1. Great game by the way.
lol, I planned at some point to make a yt video reacting to hilarious reviews I've got. Some people are quite ridiculous. Thanks!
I am around in the shadow lurking as well.