No Code, Ever !

PsmithPsmith Member Posts: 14
edited November -1 in Working with GS (Mac)
I, for one, never want to have to write a single line of code (or a phrase of code), ever. Even looking at code makes my stomach hurt. So, because of this I feel compelled to point out one issue I have with GameSalad and its "syntax" for lack of a non-coding-based word:

In my very first exposure to "How to Make an iPhone app start to finish" using GameSalad, what do I see . . . CODE !!! Not only so, but code that is not really explained - why are things written this way, what, (point by point) does each part of the code do?) Not only am I to see and implement CODE (four letter word) without understanding it, but I am asked to "trust" the instructor - that later on, it will all make sense. Here is the video reference (I think it is in episode 4 or 5):

http://www.youtube.com/user/gendaigames#p/u/3/gbqsZ-yLaCg

When "Rules/Attributes/Behaviours" are used and the names of things are accessed from the various "drop down menus" - what you really have access to are the guts of the CODE, itself. I know this because, immediately, you are introduced to the use of "Dot Syntax" names and functions.

Now, without some kind of introduction to Dot Syntax - what it is, why it is, what it does - essentially all of the non-CODING users you are trying to attract to GameSalad are immediately bewildered and, quite possibly, alienated.

What you are left with, as far as a cultivated audience, is the same bunch of people who have the tenacity to stick to learning any programming language - who can stick with it until they understand things, simply by the repetitive exposure of "trial-and-error" seeing and testing. The "monkey see, monkey do" approach, so popular among those, of all sorts, who teach programming.

Now, with regards to the overall presentation of this video series in question - it is excellent, by any standard. The presenter does not, at any point later in the series, go back and explain why those several lines of CODE now make total sense. (I kept waiting for this moment).

I've watched those segments of this video training several times over - hoping to become better enlightened regarding the "whys" of these lines of code - but, I'm afraid, it fails to impress the brain. I'm sure I could remember the position of the reference - maybe even the syntax - but I will only be copying and pasting something that I should have a thorough understanding of before proceeding.

So, though GameSalad offers a more streamlined approach to CODING - one must still understand CODE to truly understand GameSalad. Let's not pretend we are working in a CODE-FREE environment.

What I suggest is that a brief series of GameSalad programming concepts be presented, (going line by line, word by word, dot by dot), explaining thoroughly all of these concepts in a way that will not bewilder or alienate those drawn to this programming environment - thus capturing the audience that the company initially intended to attract.

Psmith
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Comments

  • PsmithPsmith Member Posts: 14
    Psmith said:
    I, for one, never want to have to write a single line of code (or a phrase of code), ever. Even looking at code makes my stomach hurt. So, because of this I feel compelled to point out one issue I have with GameSalad and its "syntax" for lack of a non-coding-based word:

    In my very first exposure to "How to Make an iPhone app start to finish" using GameSalad, what do I see . . . CODE !!! Not only so, but code that is not really explained - why are things written this way, what, (point by point) does each part of the code do?) Not only am I to see and implement CODE (four letter word) without understanding it, but I am asked to "trust" the instructor - that later on, it will all make sense. Here is the video reference (I think it is in episode 4 or 5):

    http://www.youtube.com/user/gendaigames#p/u/3/gbqsZ-yLaCg

    When "Rules/Attributes/Behaviours" are used and the names of things are accessed from the various "drop down menus" - what you really have access to are the guts of the CODE, itself. I know this because, immediately, you are introduced to the use of "Dot Syntax" names and functions.

    Now, without some kind of introduction to Dot Syntax - what it is, why it is, what it does - essentially all of the non-CODING users you are trying to attract to GameSalad are immediately bewildered and, quite possibly, alienated.

    What you are left with, as far as a cultivated audience, is the same bunch of people who have the tenacity to stick to learning any programming language - who can stick with it until they understand things, simply by the repetitive exposure of "trial-and-error" seeing and testing. The "monkey see, monkey do" approach, so popular among those, of all sorts, who teach programming.

    Now, with regards to the overall presentation of this video series in question - it is excellent, by any standard. The presenter does not, however, at any point later in the series, go back and explain why those several lines of CODE now make total sense. (I kept waiting for this moment).

    I've watched those segments of this video training several times over - hoping to become better enlightened regarding the "whys" of these lines of code - but, I'm afraid, it fails to impress the brain. I'm sure I could remember the position of the reference - maybe even the syntax - but I will only be copying and pasting something that I should have a thorough understanding of before proceeding.

    So, though GameSalad offers a more streamlined approach to CODING - one must still understand CODE to truly understand GameSalad. Let's not pretend we are working in a CODE-FREE environment.

    What I suggest is that a brief series of GameSalad programming concepts be presented, (going line by line, word by word, dot by dot), explaining thoroughly all of these concepts in a way that will not bewilder or alienate those drawn to this programming environment - thus capturing the audience that the company initially intended to attract.

    Psmith

  • PsmithPsmith Member Posts: 14
    Sorry for the repetitive post - I thought the "#Edit Quote" button was really an "Edit Post" button.

    Psmith
  • GrubGamesGrubGames Member Posts: 77
    Well written and passionate post. I must say I have never learned a line of code. GameSalad is my first intro to gaming dev. Because of my lack of prior knowledge, I must rely on "monkey see/do.." I have no other choice. That being said I am so freakin stoked that gaming development is actual attainable to someone like me.! and to boot I am about 2 weeks away from completing my very first game.. 42 levels, slideable menu system, accelerometer, timer, level unlocks, load/save attributes, I love gamesalad and am super grateful for guys like tshirtbooth and others who take the time to mentor through tutorials. I have been exposed to a whole new world of creativity. Psmith, take your prior knowledge and bring it to the table. If this platform is not for you, be the change you want to see and create your own Gamesalad type program that does what you want it to.. but I doubt that is something you want to tackle.
  • AsymptoteellAsymptoteell Member Posts: 1,362
    It seems like you thought zero coding meant zero programming. You still need to work with attributes and such in Gamesalad, but you don't need to memorize lines of code with text: you just need to tell it what you want to change things into. Gamesalad really is zero coding. There's a difference between zero-coding and zero-programming. It seems like you were expecting a toy like this http://www.sploder.com/ out of Gamesalad rather than a professional game creation program.

    When Gamesalad says no coding they mean no writing in some programming language, not that everything is pre-programmed.

    Asymptoteell
  • capitalcarnagecapitalcarnage Member Posts: 371
    Have you watched any of tshirtbooths videos on YouTube?
  • SkyMapleSkyMaple Member Posts: 817
    asymptoteell said:
    When Gamesalad says no coding they mean no writing in some programming language, not that everything is pre-programmed.

    Asymptoteell

    +1 Gamesalad doesnt have ANY coding at all! if you looked at something like corona you would know that. Its very easy to learn. Basically if you want something to move you tell it to move, its as simple as that. Sure something might seam hard, but you have to understand that its not code. The "dot syntax" that you are referring to isn't code. Its like folders. If you want to find something on you computer it would be something like this-

    file:///Users/macuser/Documents/picture.psd

    In gamesalad its just about the same thing but they are using "." instead of "/"

    Gamesalad is a mix of common sense and math, not coding.
    asymptoteell said:
    It seems like you were expecting a toy like this http://www.sploder.com/ out of Gamesalad rather than a professional game creation program.

    Lol, right. Gamesalad isn't a toy, its legit. If you want to make money with something you have to work hard at it, cant use other peoples artwork, and implement your own idea.
  • gamedivisiongamedivision Member Posts: 807
    Psmith said:
    I, for one, never want to have to write a single line of code (or a phrase of code), ever. Even looking at code makes my stomach hurt. So, because of this I feel compelled to point out one issue I have with GameSalad and its "syntax" for lack of a non-coding-based word:

    In my very first exposure to "How to Make an iPhone app start to finish" using GameSalad, what do I see . . . CODE !!! Not only so, but code that is not really explained - why are things written this way, what, (point by point) does each part of the code do?) Not only am I to see and implement CODE (four letter word) without understanding it, but I am asked to "trust" the instructor - that later on, it will all make sense. Here is the video reference (I think it is in episode 4 or 5):

    http://www.youtube.com/user/gendaigames#p/u/3/gbqsZ-yLaCg

    When "Rules/Attributes/Behaviours" are used and the names of things are accessed from the various "drop down menus" - what you really have access to are the guts of the CODE, itself. I know this because, immediately, you are introduced to the use of "Dot Syntax" names and functions.

    Now, without some kind of introduction to Dot Syntax - what it is, why it is, what it does - essentially all of the non-CODING users you are trying to attract to GameSalad are immediately bewildered and, quite possibly, alienated.

    What you are left with, as far as a cultivated audience, is the same bunch of people who have the tenacity to stick to learning any programming language - who can stick with it until they understand things, simply by the repetitive exposure of "trial-and-error" seeing and testing. The "monkey see, monkey do" approach, so popular among those, of all sorts, who teach programming.

    Now, with regards to the overall presentation of this video series in question - it is excellent, by any standard. The presenter does not, at any point later in the series, go back and explain why those several lines of CODE now make total sense. (I kept waiting for this moment).

    I've watched those segments of this video training several times over - hoping to become better enlightened regarding the "whys" of these lines of code - but, I'm afraid, it fails to impress the brain. I'm sure I could remember the position of the reference - maybe even the syntax - but I will only be copying and pasting something that I should have a thorough understanding of before proceeding.

    So, though GameSalad offers a more streamlined approach to CODING - one must still understand CODE to truly understand GameSalad. Let's not pretend we are working in a CODE-FREE environment.

    What I suggest is that a brief series of GameSalad programming concepts be presented, (going line by line, word by word, dot by dot), explaining thoroughly all of these concepts in a way that will not bewilder or alienate those drawn to this programming environment - thus capturing the audience that the company initially intended to attract.

    Psmith

    if you want to know what they do buy the unofficial gamesalad textbook which explains in great detail
    http://itunes.apple.com/app/an-unofficial-gamesalad-textbook/id409726843
  • PsmithPsmith Member Posts: 14
    Using GameSalad does not require anyone to "write" a single line of code, (though you must be competent to write various "phrases" of code) - and to understand what you have written.

    If you look at every prepackaged "Rule/Attribute/Behaviour", what you see are, in every sense of the word, lines of CODE. Yes, lines of code are lines of programming - the words are synonymous.

    Though programming a game may get no easier than the methods presented by GameSalad, every user will benefit from understanding the actual CODE that they are assembling (and writing) from the prepackaged "Rules/Attributes/Behaviours".

    CODE is an abbreviated way of writing a set of instructions. What these words, phrases and sentences mean - and how, and in what order they are written is defined as syntax. GameSalad uses syntax - CODING syntax, to express its prepackaged set of instructions.

    To claim that GameSalad requires nobody to "write" a single line of code does not mean that a user can escape from understanding what has been written for them.

    There is a better way to dispense these techniques and this particular syntax than by the traditional "monkey see, monkey do" instructional technique.

    Psmith
  • SkyMapleSkyMaple Member Posts: 817
    @Psmith this program might not be for you. With what you see as code is really accessing an attribute. Its hard to explain with text. Look through the gamesalad cookbook to get a better understanding of what you are are complaining about. Then come back and tell us whats wrong with it.

    http://www.youtube.com/user/GameSaladCookbook

    Heres the link, I want you to watch every video from oldest to newest. It explains EVERYTHING.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    You ARE coding in GS. The language you are coding in is called...

    wait for it...
    wait for it...

    ...ENGLISH!

    :)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Sorry if I sound like I'm disagreeing with anyone (I seem to be losing Forum friends tonight... :-( but although there is no coding required in GS, it's based firmly on coding practices, its Ruling (for want of a better term) can be seen to be related to Basic type programming/coding. If...when...else (otherwise) and nesting; and variables (attributes) and it's different types, goto, as well as programming order and structure, use of random and equations/algorithms, logic and not forgetting logical thinking, in particular. For certain, some sort of basic knowledge/experience with a BASIC or similar high-level programming (Lua, for example) certainly gives new GS users a head start. So I can see "where you're coming from", Psmith.

    Photics' book sounds very good, that it explains these aspects to coding novices (though I haven't read it myself though).
  • PhoticsPhotics Member Posts: 4,172
    gyroscope said:
    I seem to be losing Forum friends tonight... :-(

    How is that possible? You were even nice enough to mention my Textbook. :)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    gyroscope said:
    Sorry if I sound like I'm disagreeing with any one (I seem to be losing Forum friends tonight... :-(

    Photics said:
    How is that possible? You were even nice enough to mention my Textbook. :)

    :-) and you're welcome, Photics!
  • PsmithPsmith Member Posts: 14
    Photics:

    Does your book go into the "when/whys and wherefores" of GameSalad's use of syntax? Or, is it a "learn by example" kind of textbook?

    Psmith
  • gamedivisiongamedivision Member Posts: 807
    photics explains in great detail the "rules" used in gamesalad and also gives you examples of where the rules would be used,and why,its a great book and well worth the money
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    @Psmith

    The is absolutely no coding in GS. We call it coding to make a ourselves feel like "real" developers. :)

    What you are referring to as CODE, From what I can tell from your ridiculously long rant, is called math. GS never said you wont need to understand or learn some MATH.

    And edit allows you to edit your post and Quote places a copy of your post at the bottom so you can quote it. It's two different links.

    Photic's Book is great as well. but you will have to actually be open to learning instead of having iOS game development handed to you for free.

    You signed up all of 3 hours ago so how about you take the time to learn the software a little before coming out screaming about how you were lied to and duped into downloading free software.

    @Gyro. No loss of a friend here. :)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    tenrdrmer said:

    @Gyro. No loss of a friend here. :)

    That's good! :-)
  • devjohnsondevjohnson Member Posts: 94
    Gamesalad is as close to no code as you can come. Of course it looks like code, and part of it actually feels like you are doing code because when you read the behaviors, they read like pseudo-code.
  • KrogothicKrogothic Member, PRO Posts: 123
    It can be rough, a basic understanding of Lua 5.1 is a great start. There is about 6 pages (from the Lua book) if you print them pages that give you the skinny on the core language.

    It may help you fill in the blanks over time. The advantage I see that GS has is not the coding, is the speed you can work to get your products out faster, that said there is a ton of issues within the way you have trick or do steps to get the desired results that you would not have to do with other software.

    My advice, dive in and work it - learn the basics and build off it.

    One last word, use the forums here and from other sites, look at real code and break it down in your head about what happens behind the scenes. and you will soon see its fundamentally the same.

    Thanks
  • kapserkapser Member Posts: 458
    I guess by coding he meant the Expression Editor. It is pretty close to D&D and not being able to type in it would be a lot of pain :)

    Am I the only one who hope GameSalad introduce a (optionnal) coding/scripting language? Seriously Drag and Drop can be really annoying and limited at times.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    kapser said:

    Am I the only one who hope GameSalad introduce a (optionnal) coding/scripting language? Seriously Drag and Drop can be really annoying and limited at times.

    Hi kasper, I seriously doubt that'll every happen. Darren and Wayne are working on a GS Code Editor though but don't know when that'll be available.

    http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./Tools_in_Development.html

    I agree about the dragging Behaviours can get a bit much sometimes; it'd be nice option, to help a bit, to be able to double click a Behavior, automatically appearing in the Rules, do you reckon?
  • ApplaudAppsApplaudApps Member Posts: 308
    I like the level of 'coding' required in GameSalad. I still think some of the processes could be improved or streamlined as far as drag and drop and editing behaviours goes, but I don't think it could be simpler. If it was simpler it would be incredibly limited.

    A visual/code toggle that kapser mentions would be interesting but could cause a lot of broken apps where people didn't know what they were doing!

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  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    kapser said:
    I guess by coding he meant the Expression Editor. It is pretty close to D&D and not being able to type in it would be a lot of pain :)

    Am I the only one who hope GameSalad introduce a (optionnal) coding/scripting language? Seriously Drag and Drop can be really annoying and limited at times.

    I would love for them to add this functionality. I don't see it anytime in the near future but it would basically blow the competition out of the water if you had the ability to code custom behaviors to get exactly what you wanted.

    GameSalads original plan was to allow pro members top export their projects to xcode for further customizing. They have since left that plan but it would have really solved a lot of the calls for this feature and that feature if you had the ability to code in the extras after you where done.
  • SkyMapleSkyMaple Member Posts: 817
    gyroscope said:
    Hi kasper, I seriously doubt that'll every happen. Darren and Wayne are working on a GS Code Editor though but don't know when that'll be available.
    http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./Tools_in_Development.html

    !!!!! Score font maker??!!??

    That will be awesome!
  • PsmithPsmith Member Posts: 14
    Since the argument concerning whether or not GameSalad game making is done, actually, by means of CODE or not is just a matter of semantics, (i.e. it may not be as nasty as C++ or Javascript, but it is CODE, all the same) - let us talk about ways a new user with absolutely no programming background of any kind can "read" and understand what goes on within Rules/Attributes/Behaviours.

    GameSalad uses Dot Syntax for describing its various methods and functions. One user has stated that Dot Syntax merely indicates file structure (a file, in a folder, inside another folder, etc.) This is not entirely true, nor does this analogy explain the way GameSalad uses Dot Syntax.

    Would any experienced programmers care to comment or more fully explain GameSalad's specific use of Dot Syntax?

    When a Rule/Attribute/Behaviour is "written out" across the screen, often the contents of Dot Syntax elements obtained through drop down menus is obscured due to lack of horizontal space. Is there a way to expand an entire Rule or Attribute or Behaviour so that it can be read - (just as though it were an English sentence?)

    Since the elements found in Rules/Attributes/Behaviours are what is usually listed in some form of SDK (and indicate internal functions and methods of GameSalad), where would I find such a list?

    Psmith
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Psmith said:
    Since the argument concerning whether or not GameSalad game making is done, actually, by means of CODE or not is just a matter of semantics, (i.e. it may not be as nasty as C++ or Javascript, but it is CODE, all the same) - let us talk about ways a new user with absolutely no programming background of any kind can "read" and understand what goes on within Rules/Attributes/Behaviours.

    Hi, whether or not Gs uses code, or more clearly, a programming language wrapped up in a drag and drop interface, is a matter of opinion it would seem; it's clearly based on a high-level language like BASIC or Lua, or similar in my firm opinion; others who disagree are, of course, welcome to their opinion, though they might not benefit from the correlation of GS's building blocks with those of a high level language. As I mentioned, attributes are exactly the same as what's called variables, for instance.
    Psmith said:
    GameSalad uses Dot Syntax for describing its various methods and functions.

    For someone with absolutely no programming experience, you still know about methods and functions ;-) Seriously, these terms are part of coding languages, for interest.
    Psmith said:
    One user has stated that Dot Syntax merely indicates file structure (a file, in a folder, inside another folder, etc.) This is not entirely true, nor does this analogy explain the way GameSalad uses Dot Syntax.

    Would any experienced programmers care to comment or more fully explain GameSalad's specific use of Dot Syntax?

    The dots as part of the syntax in GS have nothing to do with folders or file structures in GS, although it's used like that in some programming languages. Here it's used in two ways: in buttons, as an indicator that there is a browser and editor to be found when pressed, and in expressions, in the Expression editor itself, used to concatenate elements.
    Psmith said:
    When a Rule/Attribute/Behaviour is "written out" across the screen, often the contents of Dot Syntax elements obtained through drop down menus is obscured due to lack of horizontal space. Is there a way to expand an entire Rule or Attribute or Behaviour so that it can be read - (just as though it were an English sentence?)

    Unfortunately the items in the Rules sections don't expand to show their full contents when you expand the window but you can get the full contents by simply placing your mouse arrow over it, or for expressions, opening the expression editor again.
    Psmith said:
    Since the elements found in Rules/Attributes/Behaviours are what is usually listed in some form of SDK (and indicate internal functions and methods of GameSalad), where would I find such a list?

    The main place to start for any newcomer is the Support section. THis can be founds as a drop-down menu at the top of the GS website, > Help. You'll find lots of stuff there and although in the main it doesn't highlight the correlation with a programming language, it does explain quite a lot to get you started, and beyond. If you need any other advice on particular aspects of Ruling (coding ;-) in GS, we're a helpful bunch here so just keep the questions firing.

    Hope that helps.

    :-)
  • PsmithPsmith Member Posts: 14
    "The dots as part of the syntax in GS have nothing to do with folders or file structures, although it's used like that in some programming languages. Here it's used in two ways: in buttons, as an indicator that there is a browser and editor to be found when pressed, and in expressions, in the Expression editor itself, used to concatenate elements."

    Thank you, Gyroscope. I'm glad you agree with my basic premise.

    But, that quote, above, confuses me for the following reasons:

    I don't really know what you mean by the terms "Browser" and an "Editor", since there are no discreet areas labeled thus.
    I don't know where the "Expression Editor" is, nor what it does, or how to use it.
    I'm not sure what you mean by the phrase "to concatenate elements".

    Thanks again,

    Psmith
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Hey FYI, the most code experience I have is reverse engineering basic HTML years ago. I picked up GameSalad very fast. And feel I am very proficient with it. I have looked into other Code type SDK's and I draw a blank. there is no where I can start to understand any of it, it would seem. So there you go thats come from someone with no coding experience telling you GameSalad is a walk in the Park. The ease of use of GameSalad though will never make up for other feeling they should get something for nothing and there fore people like your self seem to have trouble grasping any concept of how GameSalad works because you are not willing to read the documentation or watch the massive loads of video tutorials to help you. You have seem Free and no CODE in the advertisement and you translated that to no effort on your part and now are upset you will actually have to put forth effort.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Psmith said:
    "The dots as part of the syntax in GS have nothing to do with folders or file structures, although it's used like that in some programming languages. Here it's used in two ways: in buttons, as an indicator that there is a browser and editor to be found when pressed, and in expressions, in the Expression editor itself, used to concatenate elements."

    Thank you, Gyroscope. I'm glad you agree with my basic premise.

    But, that quote, above, confuses me for the following reasons:

    I don't really know what you mean by the terms "Browser" and an "Editor", since there are no discreet areas labeled thus.
    I don't know where the "Expression Editor" is, nor what it does, or how to use it.
    I'm not sure what you mean by the phrase "to concatenate elements".

    Thanks again,

    Psmith

    No probs: in the Actor Editor, if you're using something like the Change Attribute Behavior and click on the 3 dots, you'll find the Attribute Browser.

    If you click on the "e" symbol, you'll get the Expression Editor.

    Use of both of these will be in the Support/Help files.

    "Concatenate" sheesh, sorry, a programming word; it just means to join together. You'd use it in the Display Text Behavior for instance, to join an attribute with some text (text is known as strings in programming, for interest). You would actually type these in as three full stops/periods from your keyboard. Use of Display Text Behaviors are also in the Help files.

    :-)
  • stevethornstevethorn Member Posts: 35
    In the sorry time it's taken to discuss semantics, the same amount of time could have been used in learning how to use the tool named GameSalad.
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