GameSalad and Android — My Story So Far!
Photics
Member Posts: 4,172
It's been about 2-3 years since I messed with Google's mobile platform. Around the time I learned about GameSalad, I lost interest in Android publishing. But now that I can quickly publish my GameSalad games to Android, I felt that I should check things out.
It's also good material for The Unofficial GameSalad Textbook!
So yeah, that's my main motivation. If I can update the textbook with Android information, it's suddenly viable to two huge development communities.
And right away, it seemed pretty cool. A lot of the big challenges I had resolved years ago... like installing the Google SDK and generating a Keystore. Yet, there were some issues. Apparently, the first version of Android publishing through GameSalad is a bit buggy. I read something about sound issues.
That's when I realized something... how am I going to test my apps?!
Since it's Android, I know that my apps are going to be a tough sell. If they struggle on the iTunes App Store, Android customers are probably going to be even less likely to part with their money. So... I'm considering releasing my apps for free on Android.
Yet, I'm supposed to be a super-smart book author. I can't launch broken apps and expect it to build up my reputation as a mobile development expert. As tempted as I was to just chuck my apps out there, I decided that I should do some testing first.
I took a trip to Best Buy, to see if I could find an inexpensive solution. I already have an iPhone, so I don't need another mobile phone bill. As for the tablets, they seem expensive. They were around $450. I'm not crazy about the Nook or the Fire... but I did like the Samsung Galaxy Player. It's like the Android version of the iPod touch.
I was fairly impressed at how quickly I could get this device up and running. It's a lot easier to install the GameSalad viewer on an Android device... especially when there's a file browser.
Here are some of the things that I noticed...
Maybe the next update to GameSalad might resolve these minor issues.
It's also good material for The Unofficial GameSalad Textbook!
So yeah, that's my main motivation. If I can update the textbook with Android information, it's suddenly viable to two huge development communities.
And right away, it seemed pretty cool. A lot of the big challenges I had resolved years ago... like installing the Google SDK and generating a Keystore. Yet, there were some issues. Apparently, the first version of Android publishing through GameSalad is a bit buggy. I read something about sound issues.
That's when I realized something... how am I going to test my apps?!
Since it's Android, I know that my apps are going to be a tough sell. If they struggle on the iTunes App Store, Android customers are probably going to be even less likely to part with their money. So... I'm considering releasing my apps for free on Android.
Yet, I'm supposed to be a super-smart book author. I can't launch broken apps and expect it to build up my reputation as a mobile development expert. As tempted as I was to just chuck my apps out there, I decided that I should do some testing first.
I took a trip to Best Buy, to see if I could find an inexpensive solution. I already have an iPhone, so I don't need another mobile phone bill. As for the tablets, they seem expensive. They were around $450. I'm not crazy about the Nook or the Fire... but I did like the Samsung Galaxy Player. It's like the Android version of the iPod touch.
I was fairly impressed at how quickly I could get this device up and running. It's a lot easier to install the GameSalad viewer on an Android device... especially when there's a file browser.
Here are some of the things that I noticed...
There's a letterbox issue when porting an iPhone. I think GameSalad should have custom publishing sizes... as that would make HTML 5 more useful too... and the camera should adjust to fill in the screen. A side-scrolling game could expand to fill the screen.Ultimately, I didn't publish any apps today. I don't feel that Android publishing through GameSalad is quite ready. There are some bugs to fix. Although, it's pretty close. Impressive!
There is a sound bug. Effects don't sync with the action and loops have a problem.
That old image loading trick doesn't work well with Android.
Performance is sketchy... Arch Fiery ran a little slow on a 1GHz device.
I'm thinking that the "Preview on Android" button should be the Green Android icon.
I'm surprised that AdMob is not supported.
Maybe the next update to GameSalad might resolve these minor issues.
Comments
This has to be the Android bargain of the month however :-
Same price as a Fire with all that 10" goodness and cameras...ouch.. I missed it
edit: TSB's Android phone 4 sale was probably the deal of the year
If you use the nook/fire profile it fits much better than the iPhone profile. You'll still have to do some work on your project but you'll have to do that even if we could select custom resolutions, unless you want everything stretched which looks terrible in my opinion.
The iPhone is 1.5 to 1 ratio, and the nook is 1.7 to 1 ratio, which is much closer to the 1.66 to 1 ratio of your galaxy mp3 player. The other popular ratio on all the new phones is 1.77 to 1, or 16x9 as most commonly know it. So the nook profile works pretty good on almost all devices.
The iPad ratio is 1.33 to 1, so you'll definitely have some work to do to port your iPad games, unless you like huge black bars or lots of stretching.
I watched the video... but I'm having trouble with looping music files too. There's a pause in the music between the loops.
I'm not sure if converting sound effects to music files is the answer, but 2.2 is still a popular version of Android. I don't think GameSalad should let this one slide...
http://developer.android.com/resources/dashboard/platform-versions.html Support for multiple screen ratios can be done... a certain SDK does come to mind. It's still something I'm thinking about. There are just so many free apps on Android.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Nook Color is 2.2 but the new Nook Tablet is 2.3.3
I haven't yet run Game Salad viewer on my device, so thought I'd ask...
Can you use "Device > Screen > Size > Width and Height" to get the ACTUAL resolution of ANY device the project is running on? Or just it just access the resolution of the project type you have selected?
If I use it on iPhone, it gives back 480 x 320, so that's great. It also returns 1024 x 768 on an iPad project, and 1024 x 600 on a Kindle project. Fantastic.
But if I were to run it on another Android device, would it return the actual device's screen resolution, or would it just return the project dimensions?
I'm hoping it gets the actual device resolution, so I can implement Android projects that adjust their presentation with rules, to make the HUD, Camera, Aspect, etc, all work correctly for that device.
Cheers!
- Murray