Yeah, it's the main point of it, actually. I've actually done a lot with it in the short time I've used it. I should have my 50 levels done in a couple weeks or so, so yeah... it's pretty handy.
Hey Kamazar, do you think GameSalad could help me with my TBS? I like the user-interface so far and I'm gonna download it, so how easy is it?
Take like a week or two to really get into it and learn all the tips and tricks, and navigating the interface'll be easy as pie. The tough part, from your viewpoint, will be setting up the TBS rules. You see, you're using really simple commands. Really simple ones. So to make complex gameplay, you're gonna need to think outside the box. It's waaay better than programming from scratch.
Sweet. I'm so glad I looked into that. *Whew....* So rules is all I have to worry about? Hmmm. I'll try my best. I want this as polished as it can be. What about on-line gameplay servers?
What I was trying to say in my earlier post is you cannot enter the iPhone Developer Program without being 18. Obviously you can be any age to program (I started at 12 myself), but someone 18 or over (parents?) will have to buy the $99 subscription from Apple for you and be responsible for all that stuff. Apologies if I caused any confusion.
Programming in Objective-C 2.0 (2nd Edition) (Developer's Library) by Stephen Kochan that is supposedly the best introduction to objective C, you should start with either that book or the torrent of it. I think it would benefit you more in the long run to go that route instead of looking for the easiest way to make a game without programming.
It's gonna take a while for that to be supported. Like a year or more, probably, since not even a highscore server can be set-up yet. There's no real guarantee that Slappy's gonna go into coding in the future. Plus, teaching yourself as a teen is not gonna work out unless you're incredibly motivated. We're just not autodictates. He wants to crank something out good and fast, GameSalad'll let him do that.
I can attest to that, amazing book... Read it twice this summer coming from no prior Objective-C background and learned a whole lot (Took just about 3 months with atleast an average of 1-2 hours a day). I have had some really minor experience in C++ and VB so that helped a bit, the book is a very good place to start for anyone. The author is very active on his own forum which contains Examples, Exercises, Answers, Quizes, and more! And I now plan on moving onto an iPhone SDK book... As Kamazar said it will require a lot of desire and motivation, I'm under the age of 20 but I suppose I'm one of the few who would be motivated enough. Most teens would probably get side tracked easily especially when the learning process becomes slow at times. It's definitely not instant gratification at first, but if programing is your thing then learning an language can be really fun! I know I'm having fun with it PS: The book isn't expensive on Amazon like $35, don't torrent it...
I didn't say I wanted it to be good and fast. I want to take my time and pay attention to every little detail. I want this to be an amazing game.
thank you for this thread! <<---- still has vision of that guy who made iShooter in his spare time with a kid. heh
Gamesalad's the first of it's kind that supports the iPhone. And it's not gonna be good and fast in the sense of mediocre and rushed. A game that would probably take a year for a beginner to manually code can take, say, maybe 3-4 months with the drag and drop interface. You can still tweak everything to your liking, since like I said, the simple behaviors make it a pretty powerful engine (power being relative, but still...). Just give it a go. Coding is better in the long run, true, but you're gonna have to be really motivated, and expect a release day of 2011-2012 with the juggernaut list of features you gave us.
wasnt idroids mania made in gamesalad i think i remember seeing the splash screen for it in the beginning
Flutterby is the only game made with the engine on the appstore, but it's a proof-of-concept game more than anything.
Don't forget about the SIO2 engine. It's free / open source and uses Blender for 3D stuff which is also free / open source. You can use the engine for free; your app will just show a splash screen at the beginning, or you can spend $99 (per game/IP) for an Indie license that disables the splash screen.
Hey there, I'm on my second iPhone game. The first one being Nightfall. I am the primary designer and 3D modeler for my game and I have a partner who does the programming. If you want to create games you need to choose which vein you think you can contribute to best. There is a pretty definitive separation between. Art and Code. From my years of game development you usually don't do both. If you go the art path you'll need to know Photoshop or equivalent painting program to make textures. As well you'll need to know either Maya, 3DS Max or XSI to make your 3D models in. Nobody in the industry I know of uses anything but one of these 3 unless they have proprietary built engines or modeling packages. If your a coder, which I'm not, then you'll need to get up to speed with coding languages either C, C++, Objective C and Java Script as well as familiarity with the Apple SDK. Coder could tell you better what you need, but off the top of my head thats what I think. Apple hardware is also a plus.