quantumsheep said: I think that the constant rubbish posted probably takes its toll.
Why not *think* for a moment before posting. Think something like:
"Wouldn't it be great to have daily builds!?" Then: "Geez, every time there's an update, my game breaks." Then: "Maybe daily builds wouldn't be such a good idea" Then: *STEP AWAY FROM THE KEYBOARD AND BREATHE*
I've not once had to 'repair' anything in any of my projects between builds. Ever. Stormy has said the same in this very thread.
Oh, and I've seen the outcome of people who left GameSalad to go to the 'other' SDK. Some call it 'graduating'. Please. Believe me, I'm not in the least impressed.
The only thing that matters is the person behind the SDK, not the SDK itself.
Joe from FMG could use GameSalad, Unity, Corona or just plain paper and pencils and he'd *still* make a great game.
On the flip side, people who make !@#$% games in GameSalad will still make !@#$% games with more 'powerful' software.
Cheers,
QS
+++++
I just want to throw my hat into the ring. I started working on "A Long Way Home" back in .8.6, and upgraded to each and every version WITHOUT requiring a single rework.
In my experience, outside of the common bugs that everyone experiences in an upgrade, every other issue is a result of bad coding.
quantumsheep said: I think that the constant rubbish posted probably takes its toll.
Why not *think* for a moment before posting. Think something like:
"Wouldn't it be great to have daily builds!?" Then: "Geez, every time there's an update, my game breaks." Then: "Maybe daily builds wouldn't be such a good idea" Then: *STEP AWAY FROM THE KEYBOARD AND BREATHE*
I've not once had to 'repair' anything in any of my projects between builds. Ever. Stormy has said the same in this very thread.
Oh, and I've seen the outcome of people who left GameSalad to go to the 'other' SDK. Some call it 'graduating'. Please. Believe me, I'm not in the least impressed.
The only thing that matters is the person behind the SDK, not the SDK itself.
Joe from FMG could use GameSalad, Unity, Corona or just plain paper and pencils and he'd *still* make a great game.
On the flip side, people who make !@#$% games in GameSalad will still make !@#$% games with more 'powerful' software.
Cheers,
QS
Printed and posted at my computer table. I place the sheep image as a background.
I just want to throw my hat into the ring. I started working on "A Long Way Home" back in .8.6, and upgraded to each and every version WITHOUT requiring a single rework.
In my experience, outside of the common bugs that everyone experiences in an upgrade, every other issue is a result of bad coding.
I agree. I have yet to break one of my games by updating GS.
Rather than complete builds.. we should get weakly patches. I mean its unreal to have to wait a month for a bug fix if a patch can easily correct a bug within days sometimes hours. I understand roadmap features take time, but they can patch bugs of the current build in a couple of days maybe big bugs take more time but I'm just saying that they should release a patch fixing bugs as soon as they get them fixed rather than wait until the next build with road map features comes out.
I was just wondering since you always talk about how GS needs to improve a lot and how the bugs are horrible and how other SDK's are so much better why do you still use GS. I know the reason, because you can't code. So why can't you sit down at your computer, release a game, and patiently wait for the next update like the other kids here including me. GS is a hard working company that has other things to worry about other than new features. They have to worry about money, and um, ah, other things that I don't know because I haven't taken a business class yet. Also most of the bugs people say I haven't noticed. My games have never broke and usually if my graphics become white squares they are easy fixes if I spend some time on it. So instead of people talking about a very tiny bug that is an easy fix and cluttering the forums, they should try to solve it themselves and if they can't fix it after a good 30 minutes then go to the forums. Thats all I have to say.
@youngster well theres a couple things I have to say.
youngster9 said: I was just wondering since you always talk about how GS needs to improve a lot ...
Well, GameSalad does need to improve; but I am definitely not one of the big complainers in the community. This thread was based upon an idea of daily builds. Tenrdrmer came in here as an ass hole & completely changed the idea of this thread. He was saying...
I simply said how wrong it was to say that. GameSalad is great! But it does have its bugs. Now, other SDKs are much better for a final project. It just is. Instant loading times, faster development times in the end; MORE FEATURES. That DOES NOT MEAN I complain about GameSalad. GS IS GREAT!
youngster9 said: I know the reason, because you can't code.
Do me a favor kid, you don't know this. For your information, I've studied C, C++, Objective-C, & I am currently learning Lua. DON'T TELL ME WHAT I DO AND DON'T KNOW HOW TO DO.
Now listen, GameSalad is a great project; don't get me wrong. But many people that have experience in both GameSalad Logic & Any Programming Language will say in the end, having an SDK that doesn't take time to put everything in drag & drop, is usually better. Don't get me wrong kid, GameSalad is great; for those who don't mind being limited.
I'm with Steve on this one...instead of daily builds, just get weekly patches that fix small bugs while another team works on the big roadmap projects. The only issue with that is people are going to have to realize that if this happens, you won't get a blockbuster or face melting feature every release. It takes time to code all these great features in a way that makes it easy to use by the non-programmer. I'm perfectly happy with the way GS is doing things now regarding new features. But I don't have a problem with getting patches that fix small bugs every week either. Just my two cents.
- Alex _________________________________________________________________________________
NextGen said: Do me a favor kid, you don't know this. For your information, I've studied C, C++, Objective-C, & I am currently learning Lua. DON'T TELL ME WHAT I DO AND DON'T KNOW HOW TO DO.
You aren't the only one who has studied code. I have studied JAVA, C++, and have looked a little into Objective-C (but then I got bored of learning and found GS and I lived happily ever after). So don't think you are super special because you know a couple languages. I also know spanish
Also I was just wondering, aren't you 13, I thought someone said that. By the way your wrote the post it sounded like you are 30 or something. I am sorry if I am wrong.
it amazes me how you cant have an opinion about something,unless its publicly accepted.remember everybody is entitled to an opinion whether you think its right or wrong.so if someone comes on here and says GS is rubbish thats his opinion,they call it freedom of speech.people just need to chill out,if it doesn't affect your day why be bothered.and the constant replies about him saying this and him saying that only fuels this post more.the best way to look at it, is if you don't have anything positive to say then move on to the next post and don't leave a remark,that way we all get along and no one needs to argue.
I think you'll find that plenty of people here know how to code. The beauty of GameSalad is that it simplifies the amount of coding needed to be done, and you can focus on the game design elements more.
With a little more experience I think you might come to the conclusion that 90% of coding is boring and tedious, and it's really only fun when initially seeing the core game mechanics come to life.
At least that's how I feel about it, but most of my true coding experience has been in the form of boring school assignments.
Can I just throw in a thought here. The game salad creator we use just assembles some XML files into an archive file with a few images. The real work is done on the server or by the viewer app. For each new version of GS the system on the server is updated and the viewer. For them to try to make those changes for every daily build and support transitions between versions and the current stable version is just too much.
Comments
I just want to throw my hat into the ring. I started working on "A Long Way Home" back in .8.6, and upgraded to each and every version WITHOUT requiring a single rework.
In my experience, outside of the common bugs that everyone experiences in an upgrade, every other issue is a result of bad coding.
I was just wondering since you always talk about how GS needs to improve a lot and how the bugs are horrible and how other SDK's are so much better why do you still use GS. I know the reason, because you can't code. So why can't you sit down at your computer, release a game, and patiently wait for the next update like the other kids here including me. GS is a hard working company that has other things to worry about other than new features. They have to worry about money, and um, ah, other things that I don't know because I haven't taken a business class yet. Also most of the bugs people say I haven't noticed. My games have never broke and usually if my graphics become white squares they are easy fixes if I spend some time on it. So instead of people talking about a very tiny bug that is an easy fix and cluttering the forums, they should try to solve it themselves and if they can't fix it after a good 30 minutes then go to the forums.
Thats all I have to say.
Now listen, GameSalad is a great project; don't get me wrong. But many people that have experience in both GameSalad Logic & Any Programming Language will say in the end, having an SDK that doesn't take time to put everything in drag & drop, is usually better. Don't get me wrong kid, GameSalad is great; for those who don't mind being limited.
Now lets everyone be nice and stop the flaming before somone closes the thread
- Alex
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Also I was just wondering, aren't you 13, I thought someone said that. By the way your wrote the post it sounded like you are 30 or something. I am sorry if I am wrong.
Well anyways,
Hasta Luego (See you later)
be happy
With a little more experience I think you might come to the conclusion that 90% of coding is boring and tedious, and it's really only fun when initially seeing the core game mechanics come to life.
At least that's how I feel about it, but most of my true coding experience has been in the form of boring school assignments.