0.8.3 please?
Slowboy
Member, PRO Posts: 329
Hi, could we get an official answer from the team please, as to whether 0.8.3 is in progress? Any estimated release date?
I would be entirely happy if the ONLY fix that this included was to fix the way the app window stretched to half size widescreen when I press the preview button! I'm about to go postal in a minute!!
Thanks though
Wayne
I would be entirely happy if the ONLY fix that this included was to fix the way the app window stretched to half size widescreen when I press the preview button! I'm about to go postal in a minute!!
Thanks though
Wayne
Comments
I got my 1st gen touch in the mail yesterday so I can test on an older device, and I was floored at how much faster .8 made my games run. HUGE difference.
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Please advise!!
Some suggestions:
If you have something that spawns an actor, you might want to add a timer function. IE, Timer- After (.01) seconds (Run to completion ON). Spawning actors was completely crashing my game, this fixed it.
Sounds not playing on destroy: I read other threads that said create an attribute to tell when something is being destroyed to play a sound. I just put the destroy on a .1 second after timer (just like the spawn timer above), which allowed sound to be played. No external attribute required. Might not be "instant," 1/10th a second is still pretty fast.
I forgot the other things I thought of. Put a timer on it.
For those of you that are having stranger problems (like GS crashing all the time or whatever), what is your Mac OS? It might be something as simple as that. I'd assume that the GS staff are all using 10.6, is everyone else on Snow Leopard?
I skipped .80 and .81, but .82 still broke my game. Yes, adding timers to everything works, but that is not the 'right' way to do it. My game is fairly complex and there are simply too many behaviors to try and add a timer to. Plus I'm getting several other very strange behavior bugs that don't have a fix right now.
I can sympathize with GS. Big show coming up, lots of PR potential, and a huge mess after .80. I'm sure they've been super busy. But communication is key, especially with your supporters and customers.
Interesting: After upgrading to .82 I noticed that some of my actors started growing immediately after spawning. I checked their rules and came across a behaviour that I certainly didn't put there, namely "Grow". I don't see this behaviour anywhere in GS - has anyone seen/used it before?
Big show or not, I believe their duty lies in forming the most solid product they can. Make it work and it will sell itself, trust me. Leave it to the marketers and spokespeople to get up on stage and speak worlds about the product, but leave the programmers and developers to keep the engine running smoothly. That's my opinion.
That being said, I'll get back into developing in GS tomorrow, but I'm VERY wary of the recent changes and hope they'll align the stars for us rather quickly.
Hope alot of bugs get fixed, including preserve scene!
I would hate to have a game I worked on break in a year after I've long since forgotten about it only to find out that I have to now go back and rework ancient code to work in a new system. That's just not practical for any kind of real world development.
I plan on putting out 100's of games, but not if I have to maintain 100's of games indefinitely for each new version release of GS!
Admins: I would really like some direction on your future plans to address the issue of backwards (and forwards) compatibility.
I would also like to ask the GS Team (Adent?) if they would recommend us to....
a. Continue working on fixes and work arounds for problems we are experiencing in 0.8.2, or
b. Sit tight and wait for 0.8.3 because it's going to fix EVERYTHING!
?
Thanks
Wayne
I would try to fix them on your own, b/c chances are if you are experiencing a LOT of bugs, some of them might not actually be bugs. There are a couple of spawning issues that are known & of course the preserve current scene bug, but beyond that probably only a few more small bugs.
So try to work with what you got basically. I doubt something this profound will happen again. This was just a major change on the back end of things.
Sam
GameSalad does not necessarily have to be just a game development kit (GDK). It's proven itself to be a viable platform to develop applications as well - perhaps not anything too data intensive - i.e. you can create a soundboard, calculator, screen saver, stopwatch/timer, flash card or learning app, interactive book or comic, etc.
I'd like to push the limits and see what can be created with it, but I think as a paid user, it's only fair that we know what's coming down the pipe and when, especially when it comes to functional changes and updates in something that's already established or being established. This will help some of us can determine whether or not it's worth sticking around or purchasing and using an alternate GDK for other projects.
It's been said before that "it'll be ready when it's ready" and "they'll just surprise us" when it comes to a new feature, but I don't think that's wholly acceptable because some of us are depending or hoping or investing our hard-earned time and money, waiting for a feature or fix that might never surface.
I spent $750 on Torque 2D (plus over another $100 in books written for TorqueScript and basic game development using their engines), only to realize I purchased it at the wrong time of its growth or its own development phase. Along with the update of the iPhone SDK, there's a lot of relearning, retooling, reworking in order to get my first game Archangel working again with their newest update. So, the issues we're facing with GameSalad's change of engine is unfortunately not new to me, and thankfully not that drastic as Torque is. However, it shouldn't have to be this way if the developers give us a better peek under the hood and more insight on their development roadmap and timeframes.
I am guessing the GS people are of the attitude that this program is designed for kids for for people who will not base their business around using it for a development platform. I think having their server build the final app is wrong. I know it means they tie us into their business model but if they fail as a company then we fail because we have no way to publish new or updated versions to the App store.
It would be nice that I could have the choice to compile my game in GS V0.7.0 and KNOW its going to work. Will GS create an atmosphere of dread and fear for each new release of our software because we have NO idea if its going to get broken again.
For now, I would say GS is only good for non multilevel and non complex ruled games.
I really hate all this secrecy thing and it would be much better if all companies would make regular announcements about things that are "Coming Soon".
Things are not more modern, just more complex. Twitter is just a crappy implementation of IRC for example.
My point is: a bullet list of things being worked on would be nice.
I think that all points made have been valid, especially the suggestions with regard to being able to choose which version you 'stick with' until your game is finished - this, I think will be just as important after version 1.0, as well as now, in the beta stage.
There's definitely a fine line between moaning about things when they don't work exactly how you want them to, and simply looking for some answers.
The general consensus does appear to be that people have been able to fix their game issues and 'upgrade' their game to work with 0.8.2, so I'll be giving that a go this evening.
However, I remain mildly concerned about using timers on rules in order to 'catch' them. I'll certainly try it, and it'll probably work, but it still feels a little like a work around - one that 'may' end up unnecessary in future updates? I guess that some clarification on this particular issue was what I was really hoping for.
Anyway, I said that I am looking for short term answers, but can definitely say, as I'm sure is true of most others on this forum, that I am here for the long run!!
GS has already proven itself as an ideal tool for easily creating a wide variety of apps, and I'm confident that it'll only get better and better ;]