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Updated Roadmap

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Comments

  • PhoticsPhotics Posts: 4,172Member
    edited October 2012
    SF said:

    Improved Web Publishing Flow

    I'm not sure what this means. I've been watching for more professional HTML5 publishing. I'm thinking that's not what is meant here.

    From my "I'm Considering Giving GameSalad Another Shot" thread...
    http://forums.gamesalad.com/discussion/43306/im-considering-giving-gamesalad-another-shot/p1
    ...Here's my list of things that I think could help GameSalad.

    1 - Universal Binaries
    2 - AdMob
    3 - HTTP Post/Get
    4 - Professional HTML5 exporting

    So, how did we do?

    1 - Universal Binaries are on the way. That's huge. My best iTunes App was a universal binary. Also, if "Aspect ratio independence" is what I think it is... that could dramatically improve the ability to port games — no black bars on Android apps? So clearly, issue #1 is being resolved.

    2 - "Monetization options" was mentioned. Additionally, I thought it was stated in another thread that some form of AdMob is on the way. It's a shame with what happened to Kiip. I think GameSalad should give developers more freedom to manage their own advertisers.

    3 - It seems that GameSalad is not intended to be an open box. I am tired, so maybe I missed it, but I didn't see any advanced networking features. I did see "Asynchronous Multiplayer" and that might be good enough. Maybe I could make some cool board games with it. I'm not sure of the limits... is it iOS/Mac only or can Android and iOS play together?

    Access to a database would give GameSalad great power. I think that highlights my disappointment with this roadmap. The features are good, but they're not too revolutionary. Although, I'm not sure what "Project Mint" is all about. Overall though, this is an exciting moment for GameSalad.

    4 - I'm not sure if I should get excited about "Project Mint" when I'm still feeling disappointment from "Project Masala". HTML5/web publishing is more interesting to me than trying to battle it out on the various app stores. But unfortunately, I'm not sure how serious GameSalad is about this feature.

    Overall score... 62.5%... that's a failing grade. While Universal Binaries/Aspect Ratio Independence, Monetization Options and Asynchronous Multiplayer is a boon, GameSalad feels limited. It doesn't look like GameSalad is an option for my online arcade, which does limit the usefulness of the software.

    However, there is enough good stuff here that I might release/rerelease some GameSalad apps. It's still months away though. And considering I was planning to attempt a relaunch of The Unofficial GameSalad Textbook this weekend, I don't think I should delay version 2.0 of the book.

    realistically, the Native Code engine will be likely be initially released to Pro users only and for all intents and purposes will likely stay in that realm. This doesn't mean the Free/Basic engine will be deprecated, but it does mean that it will potentially be a perk of those investing in a license for more performance. Given the investment GameSalad is making in this, it does make sense.

    What? That doesn't make sense to me.

    I can see Pro subscribers gaining access to new features first. That seems like a reasonable perk. It might even be a good software testing strategy. However, are Free/Basic users going to produce slower apps — even after the new engine is officially released? If so, that doesn't seem like a good idea to me.
  • SaladStraightShooterSaladStraightShooter Austin, TxPosts: 3,081Member, Chef Emeritus
    @Photics - in short, the Native code engine will be Pro only, but the "old" engine will remain intact and free. I'm not sure why that wouldn't be a good decision on our part, considering the investment in resources to the native code engine. Are you suggesting that it should be free? I'm not sure what part of that doesn't make sense.

    As always, we do appreciate your input. You have always provided a balanced perspective on our implementation.

    For the final time, however - Admob - in the strictest sense - is unlikely to ever be considered as a viable solution for GameSalad. Take from that what you will. I know you'll chide us for this choice, but it is what it is. It is not being considered - nor likely will be - as a monetization option.

    Why do you keep using that word? I do not think it means what you think it means.

  • dotsonj23dotsonj23 Posts: 316Member
    Fyi.... Asynchronous multiplayer is turn based multiplayer. In other words, it's not simultaneous multiplayer. However, it does have a huge advantage that can be exploited. To play you don't have to be consistently online. Just needs to get online for your "move". Plus, in reality, due to lag time simultaneous multiplayer over anything other than wifi or 4g would suck for the most part.

    @photics: I really do appreciate your comments but as to HTML5 for gaming the standard is simply not even close to ready speed wise. I mean Facebook with all it's resources simply could not get it working fast enough and had to move back to a native app. And Facebook needs nowhere near the speed of a game. Microsoft does look like it is doing some promising things with HTML5, IE10, and multitouch in its new OS. But I bet it's still just going to be too slow in the near future.
  • dotsonj23dotsonj23 Posts: 316Member
    Also theoretically with tables and Asynchronous multiplayer you could do some really cool stuff (depending on how GS implements it). Think of the ability of players being able to build levels of your game and others could play them. Hell, you could even have it so people could rate the levels created, which could earn points for a gamecenter leader board. What a great way to get your customers involved in your game and to spread the word. Heck, players could even tweet when they create a level to be played. Think free and potentially viral advertising. :)
  • okpcokpc Posts: 53Member
    Thanks for the roadmap!
    Could the new Native code engine can open old-gamesalad engine project or not?
  • PatrickTullyPatrickTully Posts: 1Member
    I'd love to go pro but can't get past the Go Pro button. Is it because I'm Australian?
  • ultimaultima Posts: 1,207Member, PRO
    edited October 2012
    oh pls let me sign up for the beta test of native engine. haha. my games loads for a min switching scene and opening up. and there's nothing I can do about it.
  • PBEmpirePBEmpire Posts: 676Member
    cool road map. another reason for me to go pro. will decide after publishing my first game this month.
    1)Just a question and interested. what do u mean by native code? is it an option to code or something???????

    2) looking forward to project mint and hop. is this like project butter in android 4.1 where the galaxy nexus suddenly became almost as fast as the iphone 5? (not in benchmarks....) :D
  • HoneyTribeStudiosHoneyTribeStudios Posts: 1,792Member
    This is all welcome news. And actually pretty exciting. I spend ALOT of time using GS so the changes to creator to make it quicker to work with and more stable - just that alone is really good news.

    I go to more games industry and developer events now. Being based in London there are quite a lot of opportunities to meet and speak to developers and publishers first hand. Although I often mention I use GS I wouldn't say I have been in the habit of recommending it.

    But with these changes soon GS will be a MUCH more professional tool.

    Some of the recurring messages that I have been hearing are "Think of your games as a service" and "Always use data".

    So the only thing missing on that massive list of features is the ability to use tools like Flurry so we can actually know how people are using our games. Do they actually play through all the levels? Is there a certain point they all get stuck and so quit the game? Do they spend more time on the endless mode or story mode? etc.

    If you add the ability to use data services this will significantly help to improve our games.

    Very much looking forward to the next few months of GS development.

    P.S Asynchronous Multiplayer + Android IAPs + Searchable Tables = great news.

    Now you just need roaming data access so we can have cross platform games!

    Give me a buzz if you need some original music in your games.

  • lycettebroslycettebros Posts: 1,598Member, PRO
    Tragic about Admob but I am excited about the rest of the news!
  • lukejrlukejr Posts: 11Member
    Great work GS, I'm delighted to see this roadmap and all looks very positive, I can't wait. I have to fully agree with your decision to deliver Pro only features for advance users who use this tool for professional work. Guys GS are a private company and have to make money to support the development of GS and invest in new features. $300 isn't a lot of money for such a great tool, 10 years ago we paid in excess of $1000 for multimedia development tools, per seat!

    In relation to Tables, searchable would be great and I am glad it is listed, but I really want SQL functionality here. As this would make Tables extremely powerful, incorporating Select, Distinct, Where, And & Or, Order By, Insert, Update and Delete statements.

    Will Audio be improved in GS Creator? Currently it is very limited as you need to hard code in each sound from a drop down menu. I would like to see it more dynamic like how we can manipulate images.

    Another area of interest is to be able to ignore the transparent portion of an image, so the transparent area of the image ignores any interaction (touch, click, etc). This would work great for irregular shaped actors, allowing for more complex games without the extra logic needed.

    Also another area would be to stop interactions from passing through actors would be useful. So on a stack of actors, only the top actor would receive the interaction, as any touch, etc would not be passed through it.

    Overall I am delighted with the roadmap, I am really looking forward to early next year, GS is already an excellent development tool and these extra features will take it up a gear.
  • LuckyLurcherLuckyLurcher Posts: 343Member

    @wanegroup - support for the iPhone 5 and iOS 6 will be included in the next (upcoming) release, so you won't be able to effectively submit an app for iPhone 5 (and by extension iOS 6) until that time, though it's on its way.

    @SaladStraightShooterI just submitted an app for iOS 6 only about 2 days ago. I had tested it on an iPad running iOS 6 and it seemed to be working perfectly.
  • SaladStraightShooterSaladStraightShooter Austin, TxPosts: 3,081Member, Chef Emeritus
    @Luckylurcher - we don't officially support it yet, so I suppose the best way to put that would be "at your own discretion" as we can't account for anything that may go wrong.

    Why do you keep using that word? I do not think it means what you think it means.

  • kinzuakinzua Posts: 554Member
    @SF feels great to hear it from you.. thanks for clearing out the mist..
  • LeonardDeveloperLeonardDeveloper Posts: 4,630Member
    edited October 2012



    Several of the features listed herein will likely be Pro-only as well. (especially those reliant on the Native Code engine) We'll be able to clarify more on this when they arrive closer to release.



    Well thank god! Something to value my pro account more, I just hope they'll be out before it expires!
  • PhoticsPhotics Posts: 4,172Member
    edited October 2012

    @Photics - in short, the Native code engine will be Pro only, but the "old" engine will remain intact and free. I'm not sure why that wouldn't be a good decision on our part, considering the investment in resources to the native code engine. Are you suggesting that it should be free? I'm not sure what part of that doesn't make sense.

    Well, here are my issues with that...

    1 - Doesn't this mean that you'll be supporting two different sets of code? Why would GameSalad want to support the old version and the new version?

    2 - It's not so much about giving away the software for free, but more about building up the GameSalad brand. If people start releasing more quality apps with GameSalad, then that builds up the popularity of the software. Right now, I think there are strong reasons for upgrading to Pro. And with the educational discount, it's somewhat more affordable for students. My concern is that Basic/Free users will still be launching slower games. Doesn't that ultimately hurt GameSalad's reputation?

    For the final time, however - Admob - in the strictest sense - is unlikely to ever be considered as a viable solution for GameSalad. Take from that what you will. I know you'll chide us for this choice, but it is what it is. It is not being considered - nor likely will be - as a monetization option.

    Actually, I can understand the decision to skip AdMob. The thing is, I thought I read somewhere that it was a possibility. Now it's clarified.

    Personally, I can just give away my games for free as promotion for my books and developmental resources. I'm not too worried about adding advertisements to my games. Yet, I look at "monetization" as a weak spot for GameSalad.

    The apps produced by GameSalad are locked boxes. I think the software would attract more serious developers if there could be customizations... like adding your own advertisers.

    However, GameSalad is what it is... an easy way to make apps. That seems to be the consistent vision for the software and you're sticking to it. I can't really fault you for that. But if someone asks me if they should use GameSalad, the locked box issue is an argument against GameSalad.
    dotsonj23 said:

    Fyi.... Asynchronous multiplayer is turn based multiplayer. In other words, it's not simultaneous multiplayer. However, it does have a huge advantage that can be exploited. To play you don't have to be consistently online. Just needs to get online for your "move". Plus, in reality, due to lag time simultaneous multiplayer over anything other than wifi or 4g would suck for the most part.

    I am aware that Asynchronous Multiplayer is turn based... and that's just fine for lots of games. However, is it cross-platform or is this just part of Game Center?

    Also, could messaging/chatting be part of Asynchronous Multiplayer games? Can players send messages to each other, in addition to moves?

    It's not as good as access to a database. But wow, it could open up a lot of possibilities.
    dotsonj23 said:

    @photics: I really do appreciate your comments but as to HTML5 for gaming the standard is simply not even close to ready speed wise. I mean Facebook with all it's resources simply could not get it working fast enough and had to move back to a native app. And Facebook needs nowhere near the speed of a game. Microsoft does look like it is doing some promising things with HTML5, IE10, and multitouch in its new OS. But I bet it's still just going to be too slow in the near future.

    Yes, HTML5 is a bit of a mess. Even the latest version of IE is still pretty pitiful with HTML5 support. That means getting consistent experiences across multiple web browsers is a difficult thing to do. And yes, it's terribly slow. Yet, if a GameSalad projects could be exported to the web — like an SWF file is exported from Flash — it would open up a lot of possibilities for the software. Yet, it seems that's not the vision for the software. It's just an easy way to make apps.

    I think that sums up my frustration with the software. I'd like to see it do more, be more open, but it seems it's not supposed to. I'm learning to accept that. It's like getting mad at a hammer because it doesn't work well with screws. If someone asked me, "What's great software for getting started with App/Game development?" I could easily recommend GameSalad. The most recent moves for GameSalad have been good ones.
  • SaladStraightShooterSaladStraightShooter Austin, TxPosts: 3,081Member, Chef Emeritus
    @Photics - it's unlikely we'll support the old engine in the sense that it will continue to gain upgrades. Sustaining may be a better term for it - once native code is released, the upgrade - and future features, etc - will likely apply only to the Pro version of the product, with the existing feature set at that time being the "basic" version.

    I can see your point, however unless someone specifically says, "Made with GameSalad", the App store (and other stores) can't/don't identify it as such. This was part of the reason why we moved away from the "Powered by GameSalad" required splash.

    Why do you keep using that word? I do not think it means what you think it means.

  • uptimistikuptimistik VenezuelaPosts: 3,598Member, Sous Chef, PRO
    strange..i don't see 'Fix website login errors' on the roadmap...

    New Templates Daily At The Official GameSalad Marketplace GSHelper.com

  • blorschblorsch Posts: 248Member
    @DeadlySeriousMedia,
    I would also like that.
  • creativeappscreativeapps Posts: 1,771Member
    edited October 2012
    @SF I have no words after got the news that native code coming in 2-3 months.
    I am so much happy to hear that. And @SaladStraightShooter sorry for trouble you for posting again and again on same topic. Finally I got my answer...:)

    And This features only for PRO member is right decision because you guys deserve revenue after this native engine.

    I dont understand about Mac Ui What is that? Means its related to Mac game or Gamesalad Mac Creator?

    @uptimistik ... :)>-
  • jonmulcahyjonmulcahy Posts: 10,376Member, Sous Chef

    strange..i don't see 'Fix website login errors' on the roadmap...

    Haha
  • tenrdrmertenrdrmer Posts: 9,934Member, Sous Chef, Senior Sous-Chef
    Sounds Awesome. Sign me up for Native Engine Testing :). Cannot wait to see all the new features.

    Also fully agree with it being Pro Only. Seems like one of the best pricing choices I have seen GS make to be honest.

    It's not my fault I never learned to take responsibility for anything. ;)

  • SaladStraightShooterSaladStraightShooter Austin, TxPosts: 3,081Member, Chef Emeritus
    Also not on the roadmap, but possibly should be, "Delete Uptimistik's user profile." :D

    Why do you keep using that word? I do not think it means what you think it means.

  • POMPOM Posts: 2,599Member
    edited October 2012
    Didn't SF answered my question? im sure i saw a post from him answering about my
    Ice Cap question , but i didn't had the chance to read it at the time , and now i cant find it..
    was his comment got deleted?

    Thanks
    Roy.
  • creativeappscreativeapps Posts: 1,771Member
    @P-O-M yes its deleted
  • POMPOM Posts: 2,599Member

    @P-O-M yes its deleted

    Oh ok.. wonder why..

    Looking forward for some info about Ice Cap guys.

    Roy.
  • ozboybrianozboybrian Posts: 2,102PRO
    That list brings tears of joy to my eyes seriously... if that is this year Gamesalad has one awesometastic surprise coming it's way!!!
  • chaplinchaplin Posts: 13Member
    edited October 2012
    P-O-M

    I believe Steve said he'll have a post next week about submitting our games to Ice Cap for possible publishing.
  • steve86steve86 Posts: 806Member
    I cant wait for all this to be completed, 2013 it is definitely going to be the year of GameSalad, Cant wait to try everything out.

    ps: granted we survive 2012 :-O
This discussion has been closed.