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Is my hatred of GameSalad still justified?

01-15-2013, 12:00 PM
#21
Joined: May 2011
Location: paris (yeah, the one in france)
Posts: 420
Quote:
Originally Posted by JBRUU View Post
I never thought Unity had very long loading times at all. Or UE3 for that matter, even on my ancient iPod 4.
Don't know about load times, but I do know the I used to DREAD the Unity logo. That's no longer the case, first off because I like their new logo, and second because the engine has greatly matured and now Unity games are some of the best on the App Store.
01-15-2013, 12:05 PM
#22
Joined: Aug 2009
Location: Upstate NY
Posts: 3,566
Send a message via MSN to JoshCM
Quote:
Originally Posted by psj3809 View Post
You youngsters (gets out the violin) back in my day we had to wait 5 minutes for a game to load ! Now a game takes 10 secs and people delete them !

Agree about BeyondDead, had tons of potential but didnt enjoy that as much as i thought i would. Mazes and monsters isnt too slow, theres lots of premier priced games which take a while to load up and between levels
when I got my first computer you had to load a game program from a cassette tape, usually it would take about 10-20 minutes. Sometimes it just wouldn't load at all. You had to watch a screen of crazy black bars for a long time before anything would happen.

01-15-2013, 12:08 PM
#23
Joined: May 2012
Location: USA
Posts: 6,711
Games...were on cassettes? How much could you store on those things?
01-15-2013, 12:41 PM
#24
Joined: Jan 2011
Location: England
Posts: 10,680
Quote:
Originally Posted by JBRUU View Post
Games...were on cassettes? How much could you store on those things?
Well you used to also get compilations, so you would get a tape and on one side there were 5 games (a right pain trying to find the gap between the games so you could load it), then on the b side you had another 5 games.

I 'think' the maximum were 90 minutes ? (A C90), or were there C120's i cant remember.

Most tapes didnt have much on them as they just needed enough for the game.

Bear in mind back in the 80's the Commodore 64 had 64k, the ZX Spectrum had 48k, later on you had special 128k games which were much better.

Back then when you only had 48,000 bytes to code with programmers had to do a lot of very clever things to get the game within 48k. Nowadays 'some' devs dont seem to care how big the file is as it doesnt matter so much, but back then it was quite an achievement to get your game working fine in 48k.

God i feel old
01-15-2013, 12:45 PM
#25
Joined: May 2011
Location: paris (yeah, the one in france)
Posts: 420
I'm with ya on the whole feelin' old thing. It definitely irks me when these youngin's complain about a free or 99c game that they instantly downloaded to their mobile powerhouse of a gaming device. When way back when we basically had to bang 2 rocks together and call it a game. I couldn't even dream of such devices at the time

Last edited by Psiufoxx; 01-15-2013 at 12:49 PM.
01-15-2013, 12:56 PM
#26
Joined: Jan 2011
Location: England
Posts: 10,680
Quote:
Originally Posted by Psiufoxx View Post
I'm with ya on the whole feelin' old thing. It definitely irks me when these youngin's complain about a free or 99c game that they instantly downloaded to their mobile powerhouse of a gaming device. When way back when we basically had to bang 2 rocks together and call it a game. I couldn't even dream of such devices at the time
Ha ha i completely agree !
01-15-2013, 02:14 PM
#27
Joined: Nov 2009
Location: Germany
Posts: 8,709
Quote:
Originally Posted by psj3809 View Post
Well you used to also get compilations, so you would get a tape and on one side there were 5 games (a right pain trying to find the gap between the games so you could load it), then on the b side you had another 5 games.

I 'think' the maximum were 90 minutes ? (A C90), or were there C120's i cant remember.

Most tapes didnt have much on them as they just needed enough for the game.

Bear in mind back in the 80's the Commodore 64 had 64k, the ZX Spectrum had 48k, later on you had special 128k games which were much better.

Back then when you only had 48,000 bytes to code with programmers had to do a lot of very clever things to get the game within 48k. Nowadays 'some' devs dont seem to care how big the file is as it doesnt matter so much, but back then it was quite an achievement to get your game working fine in 48k.

God i feel old

Shit, mate, I completely understand you because I've experienced it all, too.
Feeling old now. Wish I could kick your butt.

Here you go, all you infidels!


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Hi, you seemed to be lost on the Internets.
This is TouchArcade, where 2$ for a game is too much, 5$ is an outrage, and 10$ or more is putting sugar in their car tanks whilst killing puppies.

Last edited by Vovin; 01-15-2013 at 02:22 PM.
01-15-2013, 07:44 PM
#28
Joined: Dec 2010
Posts: 1,903
Quote:
Originally Posted by Vovin View Post
Shit, mate, I completely understand you because I've experienced it all, too.
Feeling old now. Wish I could kick your butt.

Here you go, all you infidels!

YouTube: video
That picture of the C-64 is brings back so many fond memories! Ditto to the feeling old after reading this thread, though it did take me down memory lane as well as bring up memories of some great old games! I used to trade copies of games with my friends as well!
01-18-2013, 04:29 PM
#29
Joined: Feb 2009
Location: United Kingdom
Posts: 2,484
Quote:
Originally Posted by Primoz View Post
Gamesalad is a game engine, not a developer.

And as pj said, gamesalad has been updated and if a game is made well, you won't even notice it's made with gamesalad anymore.
Yeah, I do realise that! What I meant was that developers stopped bothering trying to con, or possibly just got overlooked altogether, once EA and GL introduced bigger and better games.

If something online is free, you are not the customer - you are the product.
01-19-2013, 02:37 PM
#30
Joined: Aug 2012
Posts: 2,082
Quote:
Originally Posted by lord-sam View Post
Yeah, I do realise that! What I meant was that developers stopped bothering trying to con, or possibly just got overlooked altogether, once EA and GL introduced bigger and better games.
That's right. But that has nothing to do with the game engine... GameSalad was designed for indie, starter developers in the first place. So I'm sure they knew, that top games won't be made with their engine. If some big company made a game with their engine, it would still sell even if it's made with GameSalad.