Did 0.9.5 break 'Otherwise'?
Arghhhh. I wanted to publish with 0.9.4, but against my better judgement updated GS when publishing still wasn't working.
However, it broke some features in my game, 1 of which I can't figure out why. It is executing the code in my rule, and all of the code contained in the 'Otherwise' as well.
Anyone encounter and solve this problem?
However, it broke some features in my game, 1 of which I can't figure out why. It is executing the code in my rule, and all of the code contained in the 'Otherwise' as well.
Anyone encounter and solve this problem?
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yes, this is a bug that came with 0.9.5, and actually quite a fatal one. I've already been in contact with the GS team yesterday concerning this; Meanwhile they seem to have tracked it down and they said a fix is on its way.
Guess we just need to be patient.
Best,
Thomas
I just changed the logic around (I used two rules) and it started working again, so I didn't know it was an "otherwise" issue.
That is a big issue, but I don't think it breaks every time. I just tested my app and it seems to work fine.
I was surprised more wasn't going wrong for me.
Hate to gloat but...Thank you Lord for letting me submit my game last week! It just got accepted today.
I was going nuts trying to figure out my otherwise rules kept getting triggered. That being said, I've tried doing everything with no luck.
How did you resolve your issue using a boolean? Any pointers would be great.
Thanks,
Ali
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I have a bunch of 'otherwise' rules in .Matrixx and was worried about updating thanks to this thread!
I bit the bullet a few hours ago and updated, then loaded the project.
No problems at all. I mean NONE, despite the abundance of 'otherwise' rules.
I seem to be blessed with a limited edition 'doesn't break' version of GameSalad. I didn't even get that 'game freezes on call' problem...
Of course, I've jinxed it now...
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I guess we need to make 3 riles than
hope 0.9.6 fix all those bugs
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I was thinking the same
It used a Boolean as the initial condition, but that doesn't seem to make much of a difference from the posts I've been reading.
I added new conditions to the rules inside the otherwise that inhibit them from being fulfilled if the initial condition is fulfilled. It may be annoying, but it's a fix for right now. It may also be a good idea to put a note behavior inside the actors you change to remind you of what you did in case a fix for this issue arises quickly. The less conditions you have inside your rules, it seems, the better the performance (at least when you're dealing with hundreds of rules).
In the case of Eastbound's image you would put a new condition inside the first otherwise that repeats the initial condition, but opposite. Equals will be not equals. Do the same thing with all other otherwises that are problematic.
It worked for me, but it looks like I may have dodged a bullet with my single rule problem. I almost wish I had more instances of this bug to mess around with to see if I could find some sort of correlation. I'm a sucker for that kind of thing, but I'm also glad the majority of my code has made it through the ring of fire.
Best of luck everyone!
:^)
It can *not* be reproduced in the creator or the viewer, that's what makes it so difficult to track down. You always need to create and install an ad hoc build to test if everything still works.
But I found that it seems to be linked to "otherwise" rules inside a rule that is triggered by a "release" event, so especially buttons are broken in my projects.
Now, as I don't know when they'll fix the current serverside generator, I simply replaced all otherwise rules by two seperate rules - just to be able to go on with my work.
Cheers,
Thomas
On the viewer (and on Preview), what I'm seeing is that both the expected action as well as the otherwise actions are being carried out at the same time.
Not sure if it's also related, but it also seems to be queueing some actions (I.e. rule dictates that it should not be triggered, but when the state changes to where it should be later, the action is triggered then...say 3 seconds later on it's own).
To be honest, I'm pulling out my hair here :S
Ali
:O
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
In the two instances I've encountered the problem so far, It has been in a rule that checks variable x, and x is also modified within the rule. So I was thinking the value is being changed, then the condition is checked again, evaluated to false, and continues down through the otherwises.
Note: I also have "releases" involved in both instances I think.
And entersimon explained how to fix it pretty well, but I'll post a picture of the same rules post-fix:
Tis' a bit strange, and it's definitely a gamble. Try to continue working and risk breaking your app, or wait it out?
I agree with the above statement that what I did not have in otherwise and what I did have in otherwise would happen at the same time.
Two things:
1) This is an issue we are aware of and a fix for it has already been implemented. It will be included in the next release.
2) This is not specifically a publishing issue and will show up in the Creator / Viewer. It is very likely to occur when combining 'otherwise' with booleans or the 'touched release' condition. You'll notice that if you are working with a project in iPhone landscape or GameSalad Arcade the behaviors will correctly trigger in the Web Preview, but not in the Preview Player.
If you are running into the problem even though you are not using the 'otherwise' rule, feel free to send me your project and I will help verify the fix. BUGS at GameSalad dot com.
Trying to get it airtight before release.
sitting around waiting for a patch, anyone was successful with downgrading?
Anyway have not progressed much with my game - any update news? I've emailed GS again but no reply.