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Gamesalad saving idea

12-25-2009, 04:36 PM
#1
Joined: Sep 2009
Posts: 7,318
Gamesalad saving idea

Well I had been looking into getting gamesalad but I heard that you cannot save in the games. I was reading through their website and it looks like once you finish creating your game in gamesalad, it is converted into xcode.
Could you program the saving features into the game once it is in xcode format?
It seems possible but since I have never used gamesalad I want to hear if this is possible from current users.
12-25-2009, 05:54 PM
#2
Joined: Dec 2008
Location: Hawthorne,California
Posts: 588
Quote:
Originally Posted by da shiz wiz 19 View Post
Well I had been looking into getting gamesalad but I heard that you cannot save in the games. I was reading through their website and it looks like once you finish creating your game in gamesalad, it is converted into xcode.
Could you program the saving features into the game once it is in xcode format?
It seems possible but since I have never used gamesalad I want to hear if this is possible from current users.
I'm an avid user of gamesalad, and I can tell you that you can't edit the xcode file after you make your game,so you cant really save yet, but I know they got something up their sleeve what with the macworld/gamesalad event happening soon.

Artist and dev for Team Dropkick

12-26-2009, 03:01 PM
#3
Joined: Dec 2009
Posts: 1
GameSalad Saving

Ktfright,

Saving and loading behaviors will be available in Release 0.7.0 on Monday (12.18.2009). We decided to delay the release for testing and for the Christmas holiday.

Cheers,
Lexander
12-26-2009, 03:07 PM
#4
Joined: Sep 2009
Posts: 7,318
Quote:
Originally Posted by Lexander View Post
Ktfright,

Saving and loading behaviors will be available in Release 0.7.0 on Monday (12.18.2009). We decided to delay the release for testing and for the Christmas holiday.

Cheers,
Lexander
You mean the 28th right?
Well that's awesome! Looks like I bought gamesalad at the right time.
12-26-2009, 03:48 PM
#5
Joined: Dec 2008
Location: Hawthorne,California
Posts: 588
Nice, This will really help GS out

Artist and dev for Team Dropkick
12-29-2009, 12:20 AM
#6
Joined: Aug 2009
Location: San Francisco
Posts: 362
Send a message via Skype™ to micah
GameSalad 0.7.0 was just released, and it includes game saving: http://gamesalad.com/blog/2009/12/28...0-7-0-is-here/

w00t, I think I'll start playing with a lot more now. You still can't integrate with OpenFeint and other things like that (yet) but I don't think that's as big a deal as saving.

--=] Insurgent Games website | twitter [=-
Cryptose (TA) - Skeleton Key (TA) - Skeleton Key HD (TA link) - Aeropack (TA)
12-29-2009, 12:40 AM
#7
Joined: Dec 2008
Location: Hawthorne,California
Posts: 588
This is at least a step up in making a more sophisticated game, and you can still try to make a local leaderborad.

Artist and dev for Team Dropkick
12-29-2009, 04:24 AM
#8
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
Just learn code...It's much more versitile...
12-29-2009, 05:14 AM
#9
Quote:
Originally Posted by froggy1233 View Post
Just learn code...It's much more versitile...
Actually, with your 30 days of code, a person could get a pretty good start.

The way I learned to code was by tearing apart other engines and snippets. Where I really started to understand game engines is when I finally dug into the source for Quake and Quake 2, as well as Torque. While those structures are old by todays standards, I think they provide a good solid foundation.

However, I already had a good understanding of programming and APIs by the time I tore into those engines.

What was the iPhone programming book you recommended, KJY? I forgot already.

A ragdoll physics platformer:Flickitty
The artist: randall schleufer
Twitter: @FlickittyiPhone
12-29-2009, 05:58 AM
#10
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
Quote:
Originally Posted by Flickitty View Post
Actually, with your 30 days of code, a person could get a pretty good start.

The way I learned to code was by tearing apart other engines and snippets. Where I really started to understand game engines is when I finally dug into the source for Quake and Quake 2, as well as Torque. While those structures are old by todays standards, I think they provide a good solid foundation.

However, I already had a good understanding of programming and APIs by the time I tore into those engines.

What was the iPhone programming book you recommended, KJY? I forgot already.
Beginning iPhone Development 3 by Jeff LaMarche and Dave Mark.