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State of GameSalad on 12-1-2016

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  • JapsterJapster Posts: 661Member
    edited December 2016

    @adent42 said:
    @Japster so for the short term we won't be working on the Windows engine port, mostly because we need to get through the Google Play stuff, then loading screen bugs, and then taking a look at scene loading times again.

    We're currently not planning that far ahead for the engine to avoid releasing a roadmap that we may end up breaking. I will say that some code has been done with this (beyond getting the native preview in the Windows tool). I personally haven't looked at the code because I'm running on Mac and my HDD doesn't have the space to bootcamp. I want to put a Windows exe high on my list after looking at the other issues, so we'll keep you posted.

    I'll try to get through the listed stuff sooner so we can get the Windows exe running sooner than later, because I'd love to see our games on Steam!

    As a general question to help with future planning, would you rather had Windows EXE as soon as it's done, or would you rather wait a bit longer until we integrate the steam libraries, which is why most people want Windows EXE.

    BTW - Thanks for the answers and response @adent42! - much appreciated - just not had a chance to post a thank you back yet... (Busy working on a quirky 'Parcel Monkey Simulator 2016' game after getting motivated thanks to being acknowledged and answered!... :wink: )

    Once again, thanks for this - I cannot stress how much I personally could really, really do with proper, fast, EXE support to hit better markets than this fickle mobile one!)...

  • clmhclmh Posts: 24Member, PRO

    Wow... I'm really busy with my "regular" job at the moment so I don't have much time to work on my GS projects and check the forum very often but this doesn't look good... Thanks @Two.E for summing up this long discussion although my not so good level in english doesn't allow me to appreciate all the subtle levels of irony ;)

  • imGuaimGua Posts: 1,089Member
    edited December 2016

    @adent42 said:
    @Japster so for the short term we won't be working on the Windows engine port, mostly because we need to get through the Google Play stuff, then loading screen bugs, and then taking a look at scene loading times again.

    We're currently not planning that far ahead for the engine to avoid releasing a roadmap that we may end up breaking. I will say that some code has been done with this (beyond getting the native preview in the Windows tool). I personally haven't looked at the code because I'm running on Mac and my HDD doesn't have the space to bootcamp. I want to put a Windows exe high on my list after looking at the other issues, so we'll keep you posted.

    I'll try to get through the listed stuff sooner so we can get the Windows exe running sooner than later, because I'd love to see our games on Steam!

    As a general question to help with future planning, would you rather had Windows EXE as soon as it's done, or would you rather wait a bit longer until we integrate the steam libraries, which is why most people want Windows EXE.

    @adent42, Definitely Windows EXE as soon as it done. I've published couple games on steam and I can say that game doesn't need full steam integration to find success there, but market is getting more crowded every day.

  • MantoManto Posts: 791Member

    Haven't read all the posts here, but any hope for editor plugin support in the HTML5 editor? E.g. custom scripts for actor placement.

  • Two.ETwo.E Posts: 554Member, BASIC

    "I'm getting too old for this ..."

    Hello. Very much glad it made a few laughs, some people's day, and hopefully turned the thread in a more constructive direction. Also - Reference.

  • HypnorabbitHypnorabbit SingaporePosts: 158Member, PRO
    edited December 2016

    Very prophetic @jay2dx and true. I also hope Gamesalad realises its true potential in the next year. This is an unbelievable tool that can achieve so much, I just hope their education strategy and successes allows them to revert back to providing for the hardcore followers who have supported them all this way. I'm far from hardcore, I'm just a useless user who jumps into the conversation twice year, but I see some really dedicated people in the forums who have made amazing games and contributed worthwhile thoughts to the discussion - and I feel for them.

    Here's to the future.

  • jay2dxjay2dx Posts: 606Member
    edited December 2016

    Yes @Hypnorabbit I don't actually show my games in the forums to be honest for fear of them being copied before I'm ready to release but what I'm achieving with GameSalad is so beyond what I thought I could do with it, once you understand it's intricacies and learn to work with them it's great, I think people will be surprised with what I am to release :) hopfully

  • cgrios88cgrios88 Posts: 3Member, PRO

    Will the HTML5 version look like the Mac Creator or the Windows one? Also how will this affect publishing to different platforms?

  • ArmellineArmelline Posts: 4,718Member, PRO

    @cgrios88 said:
    Will the HTML5 version look like the Mac Creator or the Windows one? Also how will this affect publishing to different platforms?

    The Windows one, and as far as GS have said so far, it'll not affect publishing, other than speeding up the process as you won't need to upload files.

  • Bowhill GamesBowhill Games Posts: 191Member

    @Armelline there going to base it on the windows creator really? iv not used the windows version in quite some time I purposely brought a mac to get away from it.... it was horrible compared to the mac version.

    (site currently under construction)
  • ArmellineArmelline Posts: 4,718Member, PRO

    @Bowhill Games said:
    @Armelline there going to base it on the windows creator really? iv not used the windows version in quite some time I purposely brought a mac to get away from it.... it was horrible compared to the mac version.

    It has some definite advantages - like being able to edit an actor's attributes without having to go into it. But I too strongly prefer the Mac version overall. Hopefully they find a middle ground that draws from the best of both versions!

  • ForumNinjaForumNinja Posts: 541Key Master, Head Chef, Member, PRO GameSalad Employee

    @Bowhill Games @Armelline

    The Windows version has a lot of workflow advantages over the Mac tool, though the visual look of it is inferior. Since it has the nicer workflow, we decided to start with the general layout of the Windows version and make improvements.

    We're definitely taking the best features from both versions, and we're improving a lot of the aspects that needed improving. To list just a few of the improvements that are already added:

    • There's zoom functionality
    • You can have multiple actor tabs open to quickly switch between actors that you want to view
    • (In regards to the point above) If you have an instance of an actor open, it tells you what scene that instance is on, and you can edit its logic when viewing a different scene if need be
    • There's a button in the layers tab to hide individual actors for easier visual editing (and we want to have this option for entire layers as well, though it's not added currently).

    We're getting pretty close to having the UI all laid out the way we think is best, and will have a build in the not too distant future for the early test group to give feedback on.

  • jamie_cjamie_c ImagineLabs.rocks Posts: 5,529Member

    @ForumNinja, any chance of getting in on the early test group (or any test group)?

  • ForumNinjaForumNinja Posts: 541Key Master, Head Chef, Member, PRO GameSalad Employee

    @jamie_c Sure! I'll make a list of any additional long time users that are interested (you included) and when we have the version to send out for feedback I'll send it to that list as well :)

  • Braydon_SFXBraydon_SFX Posts: 9,111Member, Sous Chef, PRO, Bowlboy Sidekick GameSalad Employee
    edited January 2017

    @ForumNinja said:
    @jamie_c Sure! I'll make a list of any additional long time users that are interested (you included) and when we have the version to send out for feedback I'll send it to that list as well :)

    Count me in. B)

    Very excited to hear that there will be a zoom feature AND the ability to have actor tabs.

    #timesaving

  • jamie_cjamie_c ImagineLabs.rocks Posts: 5,529Member

    @ForumNinja, sounds great. I'm looking forward to giving it a try and offering feedback!

  • MantoManto Posts: 791Member

    @ForumNinja said:
    @jamie_c Sure! I'll make a list of any additional long time users that are interested (you included) and when we have the version to send out for feedback I'll send it to that list as well :)

    Would be nice to join as well! :)

  • ForumNinjaForumNinja Posts: 541Key Master, Head Chef, Member, PRO GameSalad Employee

    @Manto Sure thing! All 3 of you are now on the list, and I'm sure with your various backgrounds you'll be able to provide some great feedback ;)

  • ArmellineArmelline Posts: 4,718Member, PRO

    @ForumNinja said:
    @Bowhill Games @Armelline

    The Windows version has a lot of workflow advantages over the Mac tool, though the visual look of it is inferior. Since it has the nicer workflow, we decided to start with the general layout of the Windows version and make improvements.

    Can't argue there! My biggest issue with the Windows version, if I'm honest, is how ugly the actual layout of the logic is. The general workflow is good and I hop onto the Windows version any time I need to edit the self attributes of a lot of actors on a scene. So long as the logic doesn't look as ugly as in Windows, I'll be happy :D

    • You can have multiple actor tabs open to quickly switch between actors that you want to view

    This, this I am loving.

    • (In regards to the point above) If you have an instance of an actor open, it tells you what scene that instance is on, and you can edit its logic when viewing a different scene if need be

    This too.

    • There's a button in the layers tab to hide individual actors for easier visual editing (and we want to have this option for entire layers as well, though it's not added currently).

    And this.

    We're getting pretty close to having the UI all laid out the way we think is best, and will have a build in the not too distant future for the early test group to give feedback on.

    Eager to try it!

  • MantoManto Posts: 791Member

    @ForumNinja said:
    @Manto Sure thing! All 3 of you are now on the list, and I'm sure with your various backgrounds you'll be able to provide some great feedback ;)

    Great! Thanks!

  • fmakawafmakawa Posts: 557Member

    @ForumNinja I might not be high up as some of the people above but would love to be part of any test group. I use the Windows platform so its right up my alley

  • ForumNinjaForumNinja Posts: 541Key Master, Head Chef, Member, PRO GameSalad Employee

    @fmakawa I've added you as well.

  • HypnorabbitHypnorabbit SingaporePosts: 158Member, PRO

    Please add me, GS user of 7 years and would love to test. Very keen.

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