Bad GameSalad UI?
Anyway to see the light/dark gray area* around the camera view without having to resize the camera? Seems like a Huge waste of UI space that could be better used for designing.
Thanks in advance for the help.
* - Such as make it an area where we can place actors etc.
Thanks in advance for the help.
* - Such as make it an area where we can place actors etc.
Comments
You can find out about what else is coming soon, read this, and some of the other sticky topics on the main discussions page: http://forums.gamesalad.com/discussion/37301/gamesalads-year-in-review-2011-and-a-look-ahead-to-2012/p1
The xcode interface is good. Interface builder in xcode is awesome. I think your comparing the skill level of coding in xcode to drag and drop in gs, which doesnt have to do with the ui.
Besides that, you shouldn't defend one thing by saying its better than another.The GS UI needs a LOT of additions that could easily increase work productivity. Hopefully these get addressed in the upcoming UI update.
If you can reference to a great place for a new person in C(I've dabbled in Java, Lua, C, Obj. C, etc., so I know the basics of coding etc.) that has a good teaching of data and pointers and the like then that would be great.
that light/dark grey area surrounding the camera view is one of the great things about GS!
In the light grey area you can place actors that are offScreen … controlActors and Actors that will eventually move onScreen during runTime
most of us also enlarge the sceneSize to place more Actors that are needed in scene but not in view at initial load … and for areas that will become viewable with camera movements.
so at one glance … and mayhap some scrolling … a developer knows the total graphical/Actor/Object content of a scene
… and can access any actorInstance in that scene including all the controlActors …
that is pretty dynamic functionality! …
consider the dark grey areas just as the frame for the size of the platformDisplayArea … as in iPad Platform selection they virtually disappear.
usually we don't resize the camera … except for zoom out/in … we move the camera … as one would do in real life.
find fault with the GameSalad GUI that are wrong … not the things that are right!
@};- MH
A: "My boyfriend punched me in the face for being late"
B: "Go live with a mass-murderer for a while, you won't be complaining"
A: "I suppose my boyfriend punching me isn't so bad now that you've pointed that out"
Is Gamemaker's interface bad, having not used it I will take your word, yes it's bad. Does Gamemaker's bad interface have any effect on Gamesalad's interface ? Not as far as I am aware. If Gamesalad's interface design is bad then it is bad, regardless of the interface design of Gamemaker, Xcode or Super Mario bros 3.
I'm in the 'GameSalad's interface is poor' camp on this one, there are so many obvious improvements that could be made. Or maybe, to extend the logic of pairwise comparison, maybe the GameSalad team should address our interface complaints by putting out a really badly designed competitor to GameSalad, thus upping the quality of GameSalad's interface in a pairwise comparison ?
8-X 8-X 8-X 8-X 8-X :P :P :P :P :P
Sounds like your "condition" is acing up again, having a three way discussion about UI with yourself!
I had written out a whole rant about GS UI, but I figured I'd sound like a broken tape cassette (I made it age appropriate!). I've been dying to make a Dragon Warrior type game, and have all the logic already in place... but to piece together a world map one 32^2 tile at a time... without snap to grid....
Xcode 4 was only confusing because it was different from Xcode 3. Now, I may have to go hang myself if the GS UI update is just a redesign of the button layout (essentially Xcode 3 to Xcode 4).
Yours,
LiquidGameworks/LeonardDeveloper/Tynan/RKS
There is a lot to complain about ! I'd keep on complaining - and the GS team should thank you for taking the time to complain (seriously).
To be fair to the GS team they can't do everything at once and I'm hoping they make some improvements sooner rather than later into the numerous and basic interface oversights in the current version, but one you've mastered the basic rules of coding you soon realise that the interface is the thing either slowing your efforts down to a crawl or, in some cases, making a viable game idea impracticable.
:-q