Did 0.9.5 break 'Otherwise'?

EastboundEastbound Member, BASIC Posts: 1,074
edited November -1 in Working with GS (Mac)
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?

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Comments

  • gamesmoldgamesmold Member, PRO Posts: 279
    Hi Eastbound,
    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
  • PhoticsPhotics Member Posts: 4,172
    Oh wow... maybe that's why the Buttons in BOT stopped working.

    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.
  • EastboundEastbound Member, BASIC Posts: 1,074
    Yeah I don't really understand it. I was able to easily fix the problem with a boolean in both cases that it was causing the bug, and I'm pretty sure my program is back to normal.

    I was surprised more wasn't going wrong for me.
  • RHRH Member Posts: 1,079
    Glad to hear (to some extent) that it's a bug with otherwise and not a floor in my logic that crept in out of no where.
  • Alien8Alien8 Member Posts: 37
    Yeah. it looks like using the "Otherwise" in 0.9.4 may need to be reworked or worked around in 0.9.5

    Hate to gloat but...Thank you Lord for letting me submit my game last week! It just got accepted today.
  • ahamidiahamidi Member Posts: 3
    Wow, thank you Eastbound for mentioning this!

    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
  • rlehmrlehm Member Posts: 320
    This explains the issues I'm having.
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    I'm having the same problems. Please fix it as soon as possible.

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  • FanStudioUKFanStudioUK Member Posts: 459
    This is strange, I don't have this problem....
  • quantumsheepquantumsheep Member Posts: 8,188
    FanStudioUK said:
    This is strange, I don't have this problem....

    Same here.

    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 :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • calvin9403calvin9403 Member Posts: 3,186
    that's is horrible

    I guess we need to make 3 riles than

    hope 0.9.6 fix all those bugs

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  • FanStudioUKFanStudioUK Member Posts: 459
    @quantumsheep Of course, I've jinxed it now... ;)

    I was thinking the same :)) Hope we're lucky and the problem stays away from us!
  • entersimonentersimon Member, PRO Posts: 273
    I noticed this issue with one rule that made use of otherwise. Just one. All of the other instances of otherwise that I've got floating around are fine.

    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!

    :^)
  • gamesmoldgamesmold Member, PRO Posts: 279
    Well, keep in mind that this "otherwise" bug only occurs in *published* apps generated by the current GS serverside creator.

    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
  • ahamidiahamidi Member Posts: 3
    Hmm...I seem to be experiencing something different in that case.

    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
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    gamesmold said:
    Well, keep in mind that this "otherwise" bug only occurs in *published* apps generated by the current GS serverside creator.

    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

    Thats good info. I was about to say I haven't experienced this one but I guess with that explanation it makes perfect sense. I haven't done any building with 0.9.5 yet Hopefully they fix before i'm ready to test. I really don't want to have to pull apart all of my rules I have a feeling I have so many its gonna really hurt performance of the Game.
  • quantumsheepquantumsheep Member Posts: 8,188
    gamesmold said:
    Well, keep in mind that this "otherwise" bug only occurs in *published* apps generated by the current GS serverside creator.

    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

    Ah - thanks for clearing that up, sir. I guess I'll have to wait and see if I've fallen prey to this as well!

    :O

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • ckck Member Posts: 224
    Crikey - this explains why I didn't get any sleep for three days.
  • EastboundEastbound Member, BASIC Posts: 1,074
    gamesmold said:
    Well, keep in mind that this "otherwise" bug only occurs in *published* apps generated by the current GS serverside creator.

    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

    This wasn't the case for me, actually. Mine was messing up in the viewer.

    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:

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  • EastboundEastbound Member, BASIC Posts: 1,074
    tshirtbooth said:
    Wow this is a bad bug :(
    I guess ill hold off on my updates for a few days and see what happens.

    thanks for the heads up

    Yes it is bad, tshirt, but I think you might be okay updating. It certainly isn't an issue with every otherwise. I had my game functioning normally again within 20 minutes, and members like QuantumSheep haven't encountered it at all.

    Tis' a bit strange, and it's definitely a gamble. Try to continue working and risk breaking your app, or wait it out?
  • rlehmrlehm Member Posts: 320
    Tis happened on the GS viewer as well. Maybe not for some. Otherwise works in almost all cases except a few for me. Made it hard to figure out. After reading this, I changed some rules and now everything works. I'm glad that this post was created, I was going nuts.

    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.
  • TourniquetismTourniquetism Member, Chef Emeritus Posts: 7
    Hello everyone,

    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.
  • EastboundEastbound Member, BASIC Posts: 1,074
    Any word on when we can expect the next release? I have since stumbled across a couple of more subtle instances of this as well in my app.

    Trying to get it airtight before release.
  • Alien8Alien8 Member Posts: 37
    is there a way to keep multiple versions (new and older) of the server-side GS to help those of us who are in the middle of projects not have problems in new releases. The rule of thumb in app development is don't upgrade until you are finished with your current project.
  • rlehmrlehm Member Posts: 320
    Alien8 said:
    is there a way to keep multiple versions (new and older) of the server-side GS to help those of us who are in the middle of projects not have problems in new releases. The rule of thumb in app development is don't upgrade until you are finished with your current project.

    +1
  • EatingMyHatEatingMyHat Member Posts: 1,246
    Can't work on anything until 9.5 issues are fixed. Most of my rules just don't work :(

    sitting around waiting for a patch, anyone was successful with downgrading?
  • ultimaultima Member, PRO Posts: 1,207
    spend the last 3 hours fixing the game... it's driving me nuts... and i realize it's the "otherwise" is not working...
  • DoManDoMan Member Posts: 102
    Hey you guys, i get the problems you are having, same happened to me, but, is it possible that this error can slow down the fps of your game? answers appreciated.
  • ApplaudAppsApplaudApps Member Posts: 308
    When they say fixed in the 'next release' does that mean waiting months potentially ? I reported the issue (experienced in viewer for me) 22 June and was told it was a known issue same day they released 0.9.5.

    Anyway have not progressed much with my game - any update news? I've emailed GS again but no reply.
  • ultimaultima Member, PRO Posts: 1,207
    i wonder when the update will come. it seems like a big enough problem that can put a halt to development... do people not use the otherwise statement?i know i can't do a thing on my app for the time being... are we able to still use the older version?
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