Ok. so i finally solve my problem... spend a few days trying to debug.. and no matter what I do it is just isn't bulging, and I checked my logic over and over and over and over. again.. it's 3AM here now and i've been working till this late for the past few days(as your developers should also know working all night is no fun, and people gets pissed off when it happens, put yourself in our shoes).. to the point that i want to stop by GS headquarter and slap someone... anyone in the face(no i don't do that don't worry, just mentally). Finally I decided that I'll re-script the whole thing, exactly line to line ... and to my surprise, it worked... which means, since GS is basically a "translation" software somewhere in between the GUI and the encoding, errors occurred and we are not able to see the code to correct the issue... which brings us to the conclusion as many of us has mentioned, if you are not able to provide a stable "translation" or provide patches that fixes the problem quicker, why don't you allow us to see the source code so we are able to go in and fix our own game. If you insist on being a beta software why don't you give us our membership payment back and charge us when the software is out of beta.
I'm sorry but I am not very happy having to paid for something that works like it should have cost $99 please don't give me the beta crap again. come up with a compensation plan for us paying members. We can cut you some slack if it was a free or cheap software, but when you took a hefty amount of money from us, you are obligated to some liabilities.
if you seriously think about my proposition, it costs you NOTHING to compensate us. the stake at hand here is either some of us leave or we stick around. You actually run the risk of loosing members if some of us gets fed up enough, please kindly consider and be generous to the ones that helped you grow and the ones that sticks around through hard times.
Your spot on there ultima,you need to start offering compensation back to your pro users,I have a friend who's a lawyer,I'm going to get him to have a look at your terms and conditions,see where the consumer stands with regard to paying for software that doesn't actually work.
ultima said: well if they stop updating we'll be stuck with the same bug forever. please advise what is the compensation you've came up for your pro members.
I took a month wanting to buy the pro version, but why pay 500 dollars for a program that failed and this beta? for now I hope to work well to pay 500 dollars
I would do is, forget the road route, and just focus on perfecting the team software, then when it works well either GS NO BUGS, then, marketplace, but first android etc etc please do not bug.
I tell you now that there isn't a cat in hells chance that GS will come out of beta this year or even next year,unless like they do with all there builds, release it with bugs.ignore your sous chefs who tell you there are bugs, but release anyway. i wonder if your investors know whats going on,im sure they'd be really happy.
isn't going to be a next time,and of course they have protected themselves,as if they wouldn't,and i have already read the terms and conditions thanks,and unless im wrong in saying, im entitled to post what i feel,so move on
Next time read the Toa and Eula before you excep it. That's just stupid to think that gamesalad didn't out something in the agreement to protect themselves while in beta. Go look at what you agreed to.
SlickZeroHouston, TexasMember, Sous ChefPosts: 2,870
The T.O.S. really isn't designed to screw people. I don't think GameSalad is looking to ruin peoples life, then hide behind a legal document. It's a pretty standard EULA. I don't believe a lawyer is going to find anything he would want to challenge from a standard agreement like this.
It sucks you feel cheated in this way, and $500 is a lot of money, especially when you feel you aren't getting what you payed for. This is my only problem with GameSalad, that they charge a fee for the Pro version of beta software. But I chose not to get the Pro version of the beta software, so it's really not a problem…for me...
What it's going to come down to in the end is the T.O.S. Especially if it gets all complicated with lawyers and such. GameSalad said they were going to compensate in some fashion, I'd give it a chance to see what they have on the table.
But if there are no workarounds, and you are not able to complete your game and submit it because of these bugs, then I must agree, that's not Kosher. I'm sure they are aware of that, and hopefully they have something worthwhile for you.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Ok I completely Agree and understand you guys being pissed off at Everything GameSalad. But… The Software is Free. Yes I know you paid for a Pro subscription, but your payment is for extra features not a different software. Those Features work. So You are getting what you paid for.
Now does that mean you Cannot be pissed. Of course not. You have every right to be. you just don't have the right to a refund or prorated fee because a part of the free software is not working 100%. Doesn't mean it wont come anyway. Its just not owed.
thanks slickzero yeah maybe i was a little overzealous,i shouldn't of mentioned lawyers. on the other hand,with over 6 months of work and over £1000 later,i now have to fork out more money to get my game converted to corona,the constant battle with gamesalad,and the bugs on every release not just with the game,but with publishing,website ,everything in someway is not working right. and i refuse to waist anymore of my time and wish to move on,i haven't released a title with gamesalad so i feel i should get some form of compensation,i dont think im being out of order in anyway
thanks
SlickZero said: The T.O.S. really isn't designed to screw people. I don't think GameSalad is looking to ruin peoples life, then hide behind a legal document. It's a pretty standard EULA. I don't believe a lawyer is going to find anything he would want to challenge from a standard agreement like this.
It sucks you feel cheated in this way, and $500 is a lot of money, especially when you feel you aren't getting what you payed for. This is my only problem with GameSalad, that they charge a fee for the Pro version of beta software. But I chose not to get the Pro version of the beta software, so it's really not a problem…for me...
What it's going to come down to in the end is the T.O.S. Especially if it gets all complicated with lawyers and such. GameSalad said they were going to compensate in some fashion, I'd give it a chance to see what they have on the table.
But if there are no workarounds, and you are not able to complete your game and submit it because of these bugs, then I must agree, that's not Kosher. I'm sure they are aware of that, and hopefully they have something worthwhile for you.
I just uploaded a new version of my game "momma cat saves her kittens" and the physics do not work. Actors were grouped together under the group "physical" and collision set for all members of the group. Nothing collided. I then set one platform to collide with a single actor called "permplatform" (Permanent platform). Instead ... it collided with an actor called "nail" and not.
I created a new group of actors ... gave them a new name ... Turned off collision rules with the old "physical" group ... created new collision rules for the new group ... and things seem to be working OK.
Old version still works find in GameSalad Creator ... But not in the arcade. Still a bug.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Have you tested in web preview? If you are going to upload to the Arcade you need to test in Web preview so you know how it plays on the web. I have a physics puzzle on the arcade and it plays just fine.
Is it possible a new update (named 0.9.7), which is a simple downdate of the 0.9.6 to the version 0.9.5, because 0.9.5 worked fine?
And, can we hope such updates in 2-3 days? Thanks
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Shamukee said: Is it possible a new update (named 0.9.7), which is a simple downdate of the 0.9.6 to the version 0.9.5, because 0.9.5 worked fine?
And, can we hope such updates in 2-3 days? Thanks
I can Tell you we have not even received a pre-release of 0.9.7 so I doubt an update is coming in 2-3 days
And thats the real problem right there. 0.9.5 Worked fine for you and me but it killed some other peoples apps. and 0.9.6 for fine for me and others but now yours is messed up. I think the biggest issue is really in the difference of how people setup the logic behind their games and actors. it maybe isn't all ways done the the dev team see's as the best so maybe they have modified something that kills someones crazy logic. I mean without being an experienced coder who has any clue of how GameSalad works under the hood then I'm really just another nut job with crazy logic throwing out ideas right?
SlickZeroHouston, TexasMember, Sous ChefPosts: 2,870
I think you're right. It's certain methods of logic that get messed up with updates. There's several ways to do most things, some take a long way around, and some are straight to the point. It depends on your level of experience with GameSalad.
My first game only used 2 custom attributes when i made it, and i used all kinds of crazy logic to end scenes, and invisible actor triggers to determine what is happening in the game as far as success or failure. And none of it got messed up throughout all of these updates over the last 6 months. Then I see some people using what I call "proper logic" and it gets messed up with every update. I have since updated my first game and use upwards of 100 custom attributes, very simple stuff, but it's held up through the last 2 updates with no issues.
Re-doing the logic seems to fix most issues, and is really not a big deal considering that the other option is hand coding.
SlickZero said: I think you're right. It's certain methods of logic that get messed up with updates. There's several ways to do most things, some take a long way around, and some are straight to the point. It depends on your level of experience with GameSalad.
My first game only used 2 custom attributes when i made it, and i used all kinds of crazy logic to end scenes, and invisible actor triggers to determine what is happening in the game as far as success or failure. And none of it got messed up throughout all of these updates over the last 6 months. Then I see some people using what I call "proper logic" and it gets messed up with every update. I have since updated my first game and use upwards of 100 custom attributes, very simple stuff, but it's held up through the last 2 updates with no issues.
Re-doing the logic seems to fix most issues, and is really not a big deal considering that the other option is hand coding.
Well, the only solving method of the recently bugs (the GS Viewer shows my pictures incorrectly: some stretched, and another not...) , if I upload every image and set up every attribute again etc?
As I see, this update (0.9.6) created more mess, like previously...
@tenrdrmer ... It was on the arcade. It was working fine. I downloaded new GameSalad version. I changed 1 small element and added a version number to the title splash. The new upload to the arcade did not work. ((But the answer to your question is no. I did not check... But the reality is I should not have to. The collision logic did not change in the update so it should continue to work without having to create a new tag for every actor and add a new collision command to every actor. I can't image a game with a lot of actors and complex logic needing to be rewritten.)
The other factor I noticed is sometime renaming things mess up when the product updates. If I have scene that I call "Firehouse" and I change it to "Firestation" it will work fine in the creator, but fails with an update or when sent to HTML5. If I duplicate the scene. Rename it. And change the logic "go to" steps it works fine. Again ... We shouldn't need to rewrite logic every time an update comes out.
jamesmunro2 said: @tenrdrmer ... It was on the arcade. It was working fine. I downloaded new GameSalad version. I changed 1 small element and added a version number to the title splash. The new upload to the arcade did not work. ((But the answer to your question is no. I did not check... But the reality is I should not have to. The collision logic did not change in the update so it should continue to work without having to create a new tag for every actor and add a new collision command to every actor. I can't image a game with a lot of actors and complex logic needing to be rewritten.)
The other factor I noticed is sometime renaming things mess up when the product updates. If I have scene that I call "Firehouse" and I change it to "Firestation" it will work fine in the creator, but fails with an update or when sent to HTML5. If I duplicate the scene. Rename it. And change the logic "go to" steps it works fine. Again ... We shouldn't need to rewrite logic every time an update comes out.
I have the same problem: I have about 250 actors, highly complex game logic. And the question: need I rework the whole game, or can I wait 2-3 days for a new update, which correct the 0.9.6 bugs?
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
jamesmunro2 said: ...But the reality is I should not have to...
Absolutely 100% wrong!
It is your responsibility as a developer to fully test your game every single time you publish. When iOS comes out with a new version what is the question Apple asks on upload. Have you qualified this binary on iOS4? the Next one will be iOS5. YOU have to test every single time you update. If you don't you have to take part of the blame if your app doesn't work.
Does that Mean GameSalads off the hook? Of course not. But You have to report the bug that you find when you test. not just publish and hope for the best. They Cannot fix it unless they know and even with all of the testing that is done things get missed because there is so many possible ways to do so many things with GameSalad.
It sure would be nice if one of these updates addressed the recurring problem of regular crashes and loss of changes not saved. I teach a summer class of high school students and there is nothing more demotivating than for a student to lose their work because of a crash or GS lockup that occurs way too often. Stability needs to come before anything else IMHO. I am amazed people continue to use GS when the Creator continues to be almost as buggy this summer as it was last. Going from crashes every 20 mins to every 30-40 mins is not tremendous progress in stability. Students randomly have their files corrupted, images have to be reloaded, and rules re-created for no apparent reason. I tell my students that when their creation suddenly stops working it is time to restart GS. I'll bet 99% of the time they are asked to submit a crash report when they restart. GS, the amazing application we badly want to love but just can't because of all the crashing.
Well it would be nice to actually make progress on a game instead of having to keep fixing it all the time,so I'll have that set of rules for that build ohh no they don't work in this build let me change them,ohh bugger they don't work in this new build let me change them back. Is that what they call game development
ct.ceismc said: It sure would be nice if one of these updates addressed the recurring problem of regular crashes and loss of changes not saved. I teach a summer class of high school students and there is nothing more demotivating than for a student to lose their work because of a crash or GS lockup that occurs way too often. Stability needs to come before anything else IMHO. I am amazed people continue to use GS when the Creator continues to be almost as buggy this summer as it was last. Going from crashes every 20 mins to every 30-40 mins is not tremendous progress in stability. Students randomly have their files corrupted, images have to be reloaded, and rules re-created for no apparent reason. I tell my students that when their creation suddenly stops working it is time to restart GS. I'll bet 99% of the time they are asked to submit a crash report when they restart. GS, the amazing application we badly want to love but just can't because of all the crashing.
BUG REPORT: Interpolation of alpha is buggy. What works: Interpolating an actor's alpha value (any value above zero) to ZERO is ok. example from 40% alpha to 0. What DOESN'T work: Interpolating an actor's alpha value to any value above zero doesn't work. Example from 100% to 50, or from 70% to 20%.
ReM said: Yeah, my music isn't working correctly either in ad-hoc. But it does work correctly in the viewer. I have two music files, one for intro music and another loop track for game play. The intro music plays but the second track won't start. And when I try to reset my game using the in game reset button I made neither tracks plays. This was working on my older builds and I haven't messed with it.
Same problem here too - My success music, played at the end of each level does not play anymore. Its worked fine for the past 2 months, since 0.9.6 is now not playing on the device, but works fine in the viewer.
I tested on both iPod Touch 2nd Gen and iPad 2 to make sure it wasn't memory issues, but it didn't work on either so its definitely a GS issue.
It looks like someone was working over the weekend. The GameSalad.com menu bar has been updated.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
izam said: BUG REPORT: Interpolation of alpha is buggy. What works: Interpolating an actor's alpha value (any value above zero) to ZERO is ok. example from 40% alpha to 0. What DOESN'T work: Interpolating an actor's alpha value to any value above zero doesn't work. Example from 100% to 50, or from 70% to 20%.
Can you give an idea of what it is you are trying to do and how you are doing it. I just tried recreating this and could find no issues. There may be something up with your code. If you don't want to give any info here send your project to bugs@gamesalad.com with an explanation. They will check it out to try to duplicate it.
micksolo said: Same problem here too - My success music, played at the end of each level does not play anymore. Its worked fine for the past 2 months, since 0.9.6 is now not playing on the device, but works fine in the viewer.
I tested on both iPod Touch 2nd Gen and iPad 2 to make sure it wasn't memory issues, but it didn't work on either so its definitely a GS issue.
Micksolo, add a change attribute behavior to the rule that triggers the success music and have it set the music volume to 1. I used this workaround yesterday and it seems to do the trick. The only problem I'm running into now is if I exit the game but it's running in the background when I relaunch the game the music has stopped again. So I added a change attribute rule to a button in my game so the first time the player presses that button it sets the music volume to 1 again.
I've noticed a strange problem. I created 4 text attributes and named them Choice1, Choice 2 etc. I thought they would not be required so I deleted them. Later on I decided that it would be easier to have those text attributes so I created them again. However, Gamesalad would not recognise the attributes at all after replacing them, returning blank. A minor bug but these little things are a niggle!
Comments
I'm sorry but I am not very happy having to paid for something that works like it should have cost $99 please don't give me the beta crap again. come up with a compensation plan for us paying members. We can cut you some slack if it was a free or cheap software, but when you took a hefty amount of money from us, you are obligated to some liabilities.
if you seriously think about my proposition, it costs you NOTHING to compensate us. the stake at hand here is either some of us leave or we stick around. You actually run the risk of loosing members if some of us gets fed up enough, please kindly consider and be generous to the ones that helped you grow and the ones that sticks around through hard times.
i wonder if your investors know whats going on,im sure they'd be really happy.
Next time read the t.o.s. and Eula before you except
isn't going to be a next time,and of course they have protected themselves,as if they wouldn't,and i have already read the terms and conditions thanks,and unless im wrong in saying, im entitled to post what i feel,so move on
It sucks you feel cheated in this way, and $500 is a lot of money, especially when you feel you aren't getting what you payed for. This is my only problem with GameSalad, that they charge a fee for the Pro version of beta software. But I chose not to get the Pro version of the beta software, so it's really not a problem…for me...
What it's going to come down to in the end is the T.O.S. Especially if it gets all complicated with lawyers and such. GameSalad said they were going to compensate in some fashion, I'd give it a chance to see what they have on the table.
But if there are no workarounds, and you are not able to complete your game and submit it because of these bugs, then I must agree, that's not Kosher. I'm sure they are aware of that, and hopefully they have something worthwhile for you.
Now does that mean you Cannot be pissed. Of course not. You have every right to be. you just don't have the right to a refund or prorated fee because a part of the free software is not working 100%. Doesn't mean it wont come anyway. Its just not owed.
on the other hand,with over 6 months of work and over £1000 later,i now have to fork out more money to get my game converted to corona,the constant battle with gamesalad,and the bugs on every release not just with the game,but with publishing,website ,everything in someway is not working right.
and i refuse to waist anymore of my time and wish to move on,i haven't released a title with gamesalad so i feel i should get some form of compensation,i dont think im being out of order in anyway
thanks
I just uploaded a new version of my game "momma cat saves her kittens" and the physics do not work. Actors were grouped together under the group "physical" and collision set for all members of the group. Nothing collided. I then set one platform to collide with a single actor called "permplatform" (Permanent platform). Instead ... it collided with an actor called "nail" and not.
I created a new group of actors ... gave them a new name ... Turned off collision rules with the old "physical" group ... created new collision rules for the new group ... and things seem to be working OK.
Old version still works find in GameSalad Creator ... But not in the arcade. Still a bug.
If you are going to upload to the Arcade you need to test in Web preview so you know how it plays on the web. I have a physics puzzle on the arcade and it plays just fine.
And, can we hope such updates in 2-3 days?
Thanks
And thats the real problem right there. 0.9.5 Worked fine for you and me but it killed some other peoples apps. and 0.9.6 for fine for me and others but now yours is messed up. I think the biggest issue is really in the difference of how people setup the logic behind their games and actors. it maybe isn't all ways done the the dev team see's as the best so maybe they have modified something that kills someones crazy logic. I mean without being an experienced coder who has any clue of how GameSalad works under the hood then I'm really just another nut job with crazy logic throwing out ideas right?
My first game only used 2 custom attributes when i made it, and i used all kinds of crazy logic to end scenes, and invisible actor triggers to determine what is happening in the game as far as success or failure. And none of it got messed up throughout all of these updates over the last 6 months. Then I see some people using what I call "proper logic" and it gets messed up with every update. I have since updated my first game and use upwards of 100 custom attributes, very simple stuff, but it's held up through the last 2 updates with no issues.
Re-doing the logic seems to fix most issues, and is really not a big deal considering that the other option is hand coding.
As I see, this update (0.9.6) created more mess, like previously...
The other factor I noticed is sometime renaming things mess up when the product updates. If I have scene that I call "Firehouse" and I change it to "Firestation" it will work fine in the creator, but fails with an update or when sent to HTML5. If I duplicate the scene. Rename it. And change the logic "go to" steps it works fine. Again ... We shouldn't need to rewrite logic every time an update comes out.
need I rework the whole game, or can I wait 2-3 days for a new update, which correct the 0.9.6 bugs?
It is your responsibility as a developer to fully test your game every single time you publish. When iOS comes out with a new version what is the question Apple asks on upload. Have you qualified this binary on iOS4? the Next one will be iOS5. YOU have to test every single time you update. If you don't you have to take part of the blame if your app doesn't work.
Does that Mean GameSalads off the hook? Of course not. But You have to report the bug that you find when you test. not just publish and hope for the best. They Cannot fix it unless they know and even with all of the testing that is done things get missed because there is so many possible ways to do so many things with GameSalad.
Is that what they call game development
What works: Interpolating an actor's alpha value (any value above zero) to ZERO is ok. example from 40% alpha to 0.
What DOESN'T work: Interpolating an actor's alpha value to any value above zero doesn't work. Example from 100% to 50, or from 70% to 20%.
All my games on Google Play
I tested on both iPod Touch 2nd Gen and iPad 2 to make sure it wasn't memory issues, but it didn't work on either so its definitely a GS issue.
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