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GameSalad Game Quality V Stencyl

08-02-2013, 12:01 AM
Joined: Feb 2010
Location: Ukraine, Kyiv
Posts: 27
Originally Posted by stevewh View Post
Hi All
Anyone any thoughts on this do more professional developers with better resources use gamesalad and Stencyl is more aimed at the amateur market.

Game Salad vs Stencyl, google it. I've personally use Game Salad for more than two and a half years and I didn't really create something in Stencyl, I've only watched it for some time and read about it. But from what I've read. I can clearly see that a lot of people say that the "coding" part is a lot easier in Game Salad. You should also know that this tool is far from perfect, that's why I'm switching to Unity3d (+ Playmaker). But be warned, you'll need like 10 times more time to learn Unity + Plamaker, if not more. And if you wan't make 2d games, even with all GS disadvantages, it will still probably be a lot faster than in Unity. Also I should point out, that you've usually start to see most GS disadvantages only when your project becomes pretty big.

So if you have 0 experience, Game Salad (or maybe Stencyl) is probably a better choice than Unity (even with Playmaker).

Also I can add, that when I just started using Game Salad, there was a serious lack of good games made with it. But now, every time I open "Game of the Month" topic on GS forum, where people show their games made with GS this month. An amount of quality games made every month blows my mind.

Last edited by Gua; 08-02-2013 at 12:30 AM.
08-12-2013, 06:05 AM
The good thing about these software is that it is easy to learn and get started
The bad: performance issues and often it is very difficult to do beyond what's provided in the software

08-12-2013, 10:53 AM
If you're looking for a non-coding game development package I'd say check out Multimedia Fusion 2 (http://www.clickteam.com) . I used it to create my first iOS release, Pocket Ninjas. It's pretty quick to pick up and can export to iOS, Android, Xbox, Windows Phone, and Flash with more runtimes in development.

Head Guy | Only Guy
08-14-2013, 08:31 AM
Joined: Jul 2012
Location: Berlin, Germany
Posts: 194
Send a message via Skype™ to Tinytouchtales

we use Stencyl for all our Games, if you like to take a look you should visit our Games-Page www.tinytouchtales.com/games .
Also i gave a little Talk with the topic Making Games without Coding, you can check it our here: http://www.youtube.com/watch?v=IGGneOEftq0

Stencyl is super nice for 2D Games, offers everything you need and if you feel like to code something you can still do that.

Hello! I am 1/2 of Tinytouchtales.com and i collect Games stuff at Speicherstand.de
08-14-2013, 11:54 PM
Joined: Feb 2013
Location: yuma, az
Posts: 34
Either one is fine, you can get around the same results with both. I like Stencyls system better but I'm not liking the pay per year thing they setup. Just sell the damn engine for one price. I use Gamemaker Pro, it's a little clunky but i can export to android with no problems, at one price.

The idea these are for beginners is true but you can get a great game if you put the time into it. Unity and Unreal are awesome game makers but you really need a lot of time, people an resources to make a high quality game. Just look at the credits of one of the commercial games made using them. With Stencyls or Gamesalad style engines, one or two people could put out a nice game. Good graphics and a fun story are what keep people playing.
08-15-2013, 02:26 AM
Joined: Aug 2013
Posts: 1,066
Compared unity to those just isn't fair.

They are totally different tools aimed at offering different things. It really depends on the type of game and the amount of control you want.

Unity is great, but certainly not the game salad market!!!
08-16-2013, 05:40 AM
Joined: Mar 2012
Location: Bangkok, Thailand
Posts: 200
I used GameSalad for one game and the thing that really turned me off was the lack of ability to monetize and use great SDK's that can make you money. your only revenue stream option is straight paid sales. Not impossible to make money but it makes it much, much harder for an indie game.