0.8.2 Not so scary after all!
Gamexcb
Member Posts: 179
There have been many reports of errors and glitches with older games but it is not always a flaw with Gamesalad. Over the past few days like many of you I have been in touch with the Gamesalad team to help fix my issues. I found that older ways to code in gamesalad no longer work and in my case there was a better way to get them to work. In the end after the nightmare my game is working 50% better than it was!
If anyone has a change or code workaround that might help anyone in the GS Community please post!
If anyone has a change or code workaround that might help anyone in the GS Community please post!
Comments
Now my older apps that I wanted to update will probably never see one now, because I am having struggles getting them to work properly again.
There was no warning or anything, my older applications are just broken now.
We managed to fix all the things in our game pretty quickly, but we don't have old games to repair. What a pain!
Also agreed that things run more smoothly now. We were struggling for an acceptable frame rate on the 3G, but now we have no issue getting smooth playback on it.
Some sounds don't work.
Some 'kill the actor if shields are below so and so' don't work.
The software itself is prone to more bugs and more crashes.
The list goes on.
I think I'll wait for the inevitable .83 update first, as opposed to going through every actor and working around these issues, as 'preserve scene' still needs fixing and who knows what else might change!
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I updated to .8.X through the in-app dialogue box, which overwrote the .7 build I had been running. Unfortunately, there is at least one previously-functioning behavior in my game that is now broken. It would be grand to have had .7.X still available so that I could have gone back to one of my previous saves and make the revisions in a stable version if the newest one proved problematic.
(That bug is a damnable one, as the behavior in question works for the actor instances in other screens. It's the same behavior - scripted to the prototype - but the instances do not act the same in different screens. These actors are unedited instances of the prototype, btw. The bug seems tied to a spawn actor behavior on another actor, spawning a third actor. Should have no effect on the bugged actor, as far as I can tell, but there you go. Hmm.)
(I'm also getting some odd image rendering. I have a bunch of pngs that should all have a 1-2px dark grey outline, but the outline is showing up as white, instead. This didn't occur in the .7.2 Creator build I was using before. Curious.)
I have had that happen to me on numerous occasions. I don't know if they get cached, or what is happening, but the instances don't get updated, or become corrupt in some way.
I had that issue and I actually was able to make some progress in 0.7.0 but I was not able to publish!
You can only do so much with being dependent on online servers that only work with the current version.
I am just happy that we can see the light at the end of the tunnel!
One more beta and then we have version 1.0!
I will develop for the web platform when they make it so that your project can specify a target version and the player version gets embedded into your project so you don't have to worry about your game suddenly stops working.
Maybe that will happen with 1.0.
The player should have a check in it that says IF game requires version x and I am version y go download version x and install silently in the background then play the game using version x.
I still save on a separate HD also though.
Rule - When actor one collides with actor two = play sound.
This now needs to change to something like....
Define a Boolean game.attribute called 'touch'
On actor one:
Rule - when actor collides with actor/tag change attribute game.touch to true?
Rule - If attrribute game.touch is true, play a sound
Change attribute game.touch to false.
Play sound