I think many people (including my dad) have turned away GS because of no custom coding.
... and plenty of people have bought it for the same reason. Personally, since I have a background in software engineering, I'd love to have the extra control. However, the behavior editor is pretty powerful; it's essentially "programming", but it's just using drag & drop. The concepts are familiar.
Can you imagine the support nightmare for GS if people modified the Xcode project and then had issues running or publishing their game? Personally, I would rather see some internal scripting language inside of GS in a future version (maybe Lua or BASIC syntax). However, this is probably wishful thinking.
I think many people (including my dad) have turned away GS because of no custom coding.
Can you imagine the support nightmare for GS if people modified the Xcode project and then had issues running or publishing their game?
Was talking to my boss about this the other day. We were doing a adhoc of a xcode project and talking about how simple something is as say an adhoc in gamesalad. You just publish the game select your adhoc profile in the drop down in your done.
In xcode you have to copy your release configurations and name them adhoc or something. Select your code signing identity. Select your profiles for the adhoc configuration. Edit the scheme so it archives the adhoc configurations. Then actualy archive them. Then build the ipa to your desktop or wherver.
Obviously not complicated if you know what your doing, but i can imagine the threads on just building adhocs alone.
That being said it would be real cool to add own own api's and such.
@JustMe74 - Sorry, I think I was being too general. I was thinking something like G*** M***er and S****** do which is where you can see the code and do some in app scripting. But that's something for the Pro version. I was also thinking platform specific plugins would be nice, but that would be almost as much disorder as people altering the Xcode project.
Answers
Can you imagine the support nightmare for GS if people modified the Xcode project and then had issues running or publishing their game? Personally, I would rather see some internal scripting language inside of GS in a future version (maybe Lua or BASIC syntax). However, this is probably wishful thinking.
In xcode you have to copy your release configurations and name them adhoc or something. Select your code signing identity. Select your profiles for the adhoc configuration. Edit the scheme so it archives the adhoc configurations. Then actualy archive them. Then build the ipa to your desktop or wherver.
Obviously not complicated if you know what your doing, but i can imagine the threads on just building adhocs alone.
That being said it would be real cool to add own own api's and such.