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State of GameSalad on 6-12-2013

CodeWizardCodeWizard Posts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO GameSalad Employee
edited June 2013 in GameSalad Kitchen
Hello! It's that time again... time for another weekly state of GameSalad post.

Estimated Stable Build Schedule

We’re still holding off on releasing any new stable builds. More bug fixes and optimizations are in progress in the nightly builds. Head over to the “PRO - Working With GameSalad” forum for more info.

What’s New This Week?

1. We’re still fixing bugs and optimizing code this week. Specifically we implemented a few general Lua optimizations and fixed a bug with the nightly build that caused unconstrained memory growth in some cases. This seemed to be caused by a misconfiguration of our nightly build scripts. Neato.

2. We’re still looking into the font bug with Zapfino this week. Put it on the backburner a bit because it was driving us crazy. Will pick it up again any day now.

3, Implementation of asynchronous multiplayer support has begun.

4. We’re still making progress on interviewing and hiring more top-tier engineering talent. We’re talking to one engineer that has 20 years of game engine design and development experience. Are you a skilled developer or do you know of one in Austin, TX? Send them to http://www.gamesalad.com/jobs

Let’s Talk About Async Multiplayer

We’ve completed an initial design pass on async multiplayer support and have begun implementing it. Here’s the highlights of how it works and some answers to common questions about it:

1. It is cross platform.

2. It supports your users creating accounts and logging into your game via email.

3. You’ll have the option of turning on async multiplayer support for your game. This will enable more options in Creator and add new tables that contain your game’s multiplayer state.

4. There will be ten new tables created automatically for you when you enable multiplayer support: one table holds game-wide state, one table holds a list of games that your user is engaged in and eight tables hold player-specific state for the currently active game.

5. Yes, that means there’s a maximum of eight players in async multiplayer games.

6. Several new behaviors are being created: NetworkRegisterPlayer, NetworkLoginPlayer, NetworkLogoutPlayer, NetworkCreateGame, NetworkGetAvailableGames, NetworkGetMyGames, NetworkJoinGame, NetworkEndGame, NetworkQuitGame, NetworkPersistPlayerData, NetworkLoadPlayerData, NetworkPersistGameData, NetworkLoadGameData.

We’ll release more details as we make implementation progress. Exciting times!
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Comments

  • beefy_clyrobeefy_clyro Posts: 5,390Member
    Sweet .. The optimisations your doing, are you expecting small improvements or any significant improvements?
  • FajlajpFajlajp Posts: 666Member
    edited June 2013
    Will the async multiplayer only be for PRO?
  • 921creative921creative Posts: 140Member, PRO
    Nice! Looking forward to multiplayer!
  • CodeWizardCodeWizard Posts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO GameSalad Employee
    @beefy_clyro
    Mostly small improvements but it's getting better. Won't get some of the bigger ones until we bite off some bigger features (i.e. sprite sheets, batching, etc.)
  • CodeWizardCodeWizard Posts: 1,143Key Master, Head Chef, Executive Chef, Member, PRO GameSalad Employee
    @Fajlajp
    I don't know the answer to that yet.
  • DeadlySeriousMediaDeadlySeriousMedia ArizonaPosts: 838Member
    WOOOOOOOOOOOOW!
  • Braydon_SFXBraydon_SFX Posts: 8,964Member, Sous Chef, PRO, Bowlboy Sidekick GameSalad Employee
    Awesome stuff! Loving it! Great job guys - looking forward to next weeks post!
  • SocksSocks London, UK.Posts: 12,822Member
    Great stuff, keep it coming . . :)>-
  • SnapFireStudiosSnapFireStudios Posts: 1,603Member
    edited June 2013
    Sounds like most of the engineers are busy working on multiplayer, which is awesome!

    @CodeWizard - Any general timeframe for when multiplayer or the next stable release will be out?
    - Thomas

    P.S. Cross Platform as in which platforms exactly?

    Ignore females. Acquire currency.

  • jonmulcahyjonmulcahy Posts: 10,380Member, Sous Chef
  • beefy_clyrobeefy_clyro Posts: 5,390Member
    @CodeWizard Any news on the stretch feature for Universal Builds? With Apple no longer accepting letterboxing this is really important!
  • FajlajpFajlajp Posts: 666Member
    Please don't make it PRO...
  • iamcarteziamcartez Houston, TexasPosts: 648Member
    Time to start the async multiplayer game planning. This is great news. Late 2013/Early 2014 GS developers will RULE the app stores!
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    @codewizard make sure you sticky this thread... :D

    I would suspect this may become a pro feature as GS is a company after all and they if they make more money they can hire more people.
  • Team6LabsTeam6Labs Posts: 541Member
    Two questions.
    1) Any ETA?
    2) What do you mean by state? I'm confused on how we will be using the tables aspect of multiplayer.

    Revive Apps Getting Low Downloads - http://www.AppReviver.com

  • SingleSparqSingleSparq Posts: 1,339Member
    @codewizard can you increase the number of tables we can make then? It's currently restricted to 50.

    Member since November 2009 :D
    Twitter: @SingleSparq Web: www.singlesparq.com

  • jamies15-3jamies15-3 Posts: 94Member
    @codewizard with the multiplayer login etc can the design / interface for it be as open as possible for us to merge into our designs. I.e we can create an actor that is the text input field for pass and user meaning that we can actively change the design and size? basically i don't want something as awesome as multiplayer being held back / not being used as much because it doesn't look good in the game.
    Cheers,
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    edited June 2013
    @poisenden state I would suspect means the conditions of objects and such on the scene. You don't use those tables that info would be written there by the game engine.
  • DeadlySeriousMediaDeadlySeriousMedia ArizonaPosts: 838Member
    @codewizard could this be used to ping data from a server to update game states by any chance?
  • PBEmpirePBEmpire Posts: 676Member
    Sticky this please!
    Now make this non-pro or i may have to empty my wallet!
  • JarrenHJarrenH Posts: 206Member
    Sounds great! Interesting that you guys are going a custom route for multiplayer. Care to elaborate on that decision instead of going for the standard of Game Center?
  • ironDanironDan Posts: 148Member
    Build 00.37 has been at this point the BIGGEST improvement to ME and has almost instantly made many of the 100+ game projects that I started over almost 3 years with Gamesalad and stopped because of performance issues and shortcomings due to too many attribute work arounds and lack of functions rise from the dead. I have spent very little time over the past few days with the Loop, Loop Table and Expression To Expression Behaviors to shoot past the hurdles that have left me in the past a frustrated mess with no way to get pass. I cant thank the GS Team enough but ask @codewizard to spread my appreciation for the hard work and dedication they have been doing to make GS a tool that can make a developers visions a reality. I look forward to asynchronous multiplayer in the near future and any improvements to the engine that are made. IronDanGames is looking to graduate Kindergarden and shoot strait thru to a Masters Degree in the near future....Thanks Again!

    Dan
  • SnapFireStudiosSnapFireStudios Posts: 1,603Member
    JarrenH said:

    Sounds great! Interesting that you guys are going a custom route for multiplayer. Care to elaborate on that decision instead of going for the standard of Game Center?

    So that it could be cross platform.
    - Thomas

    Ignore females. Acquire currency.

  • SnapFireStudiosSnapFireStudios Posts: 1,603Member
    poisenden said:

    Two questions.
    1) Any ETA?
    2) What do you mean by state? I'm confused on how we will be using the tables aspect of multiplayer.

    You would transfer data between users via tables that are synced across the apps.
    - Thomas

    Ignore females. Acquire currency.

  • guillefaceguilleface Posts: 997Member
    multiplayer will be great, really like the hard work from the gs team, which comes to mind that as far as i know the real coding is about lines of codes made of letters of course, so i wonder how many lines does gs have?
  • WbokoWboko Tennessee, USAPosts: 621Member, PRO
    Can't wait to see it work!!!
  • wolala123wolala123 Posts: 248Member, PRO
    awesome!!!
  • tenrdrmertenrdrmer Posts: 9,934Member, Sous Chef, Senior Sous-Chef
    Awesome as ussual!!

    Hello! It's that time again... time for another weekly state of GameSalad post.


    2. It supports your users creating accounts and logging into your game either via email or Facebook.

    @codewizard

    One major request?!?!?!

    Please make it so if I'm not using a Facebook Login (you know cause I despise Facebook)
    That my games with people who mostly use Facebook logins are not hidden from them. Cause that is really annoying to be brushed aside like a no body just because I refuse to use such an awful society destroying service such as Facebook.

    Thanks :)

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

This discussion has been closed.