GS 0.8.3 Released!

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Comments

  • VmlwebVmlweb Member Posts: 427
    Oh this is really annoying.
    In a few words,most of my game is broken.

    I have been trying to fix all these problems and have fixed some but it's really gonna take me a hell of a long time especially high scores because each of the 32 levels are done individually.

    Here are the problems

    Highscore image doesn't appear at the end of the level. (just win or lose)
    Win and Lose music doesn't play.
    Highscores don't get put into the attributes
    In Settings the sliders and buttons doesn't work (only a checkbox)
    Levels don't proceed
    In-Game scroller doesn't work any more

    I've uploaded the project (iCannon , invisibly) so codemonkey you can have a look if u want.
  • rebumprebump Member Posts: 1,058
    @vmlweb: Were any of the broken items you list (i.e. high scores, etc.) working prior to 0.8.3 (or 0.8.0 for that matter)?
  • VmlwebVmlweb Member Posts: 427
    @ rebump
    In 0.7 everything was working perfectly
    I upgraded strait from 0.7 to 0.83 when I failed to publish to the AppStore because of this version thing where you have to submit with latest version for the license to work
  • quantumsheepquantumsheep Member Posts: 8,188
    I sympathise VM - I have the same issue - Everything working in 0.7, things breaking in .8*...

    It's perhaps more demoralising than it should be, but still...

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

  • TwistedMechTwistedMech Member Posts: 408
    This is why it's important for gs to allow users to publish to iPhone the gs version they are happy with and not force the app coming back with a newer engine. People would opt to use the version they are happy with. Why can't gs team allow this?
  • AuricAuric Member Posts: 35
    Just to clarify... why was Preserve Scene removed? And what should we do in it's absence?
  • rebumprebump Member Posts: 1,058
    @Auric: Love your avatar!
  • VmlwebVmlweb Member Posts: 427
    Wow just got a email from GS and I can't believe a a 0.1 second timers into each of the broken actors could fix almost all my problems.
    Thank you GS
  • rebumprebump Member Posts: 1,058
    Yeah, timers are needed now in 0.8.*. It was mentioned in one of the other 0.8.* threads. I guess I assumed you read that.

    They used to query all the behaviors at the root level (and any pertinent timers and/or rules) each "cycle". They stopped doing that in 0.8.* to bump up the performance (thus the frame rate increase for most apps). Now you explicitly put your actors' main functions in your own timer loops (if they need it).
  • ORBZORBZ Member Posts: 1,304
    Lardy is 100% correct! WE NEED VERSION BINDING! we can't be expected to forward port all our games forever! We simply MUST be able to select a version of the GS engine as a build target on a PER GAME basis. Otherwise there simply is no point in using GS for long term development.

    I understand we are not at 1.0 yet but I think the devs need to tell us how they plan to handle this critical design issue.
  • quantumsheepquantumsheep Member Posts: 8,188
    Orbz! DUDE!!!

    I'm sure everyone agrees with you - I certainly do!

    But for the sanity of this old sheep, change the record!!!

    Thanks! :)

    QS

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

  • TwistedMechTwistedMech Member Posts: 408
    Anyone noticed the slow down happen much quicker in 0.8.3? I seem to have to close/restart every 5 mins.

    + The more we bang on about version binding, the more the devs will probably listen.
  • quantumsheepquantumsheep Member Posts: 8,188
    @lardy

    on phone so will be brief:

    No.

    Cheers,

    QS
    ;)

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

  • JGary321JGary321 Member Posts: 1,246
    I have to agree with QS on this one. It's a great suggestion, but maybe it should be posted (once) in the Suggestion Forum. No one likes to hear the same thing in EVERY thread. It gets annoying.

    It's not like the devs are sitting around saying, "Hrmm, we'll implement this feature if we get 100 Complaint Points! Each complaint will be worth 5 points."

    They see the suggestions we post & will implement them when they can if it seems appropriate. However, they won't comment on if/when they features will be implemented. (pretty much like most devs)
  • VmlwebVmlweb Member Posts: 427
    I feel that if you switch to edit a scene while your previewing the game it seems to cause some of the slow down.
    If you press pause and then change it seems to go faster.

    Also when you delete a attribute now it takes forever to find what it's affiliated with and asks you. Wouldn't it just be simpler if it asked you for confirmation for every attribute?
  • rebumprebump Member Posts: 1,058
    @vmlweb: I like that it looks for actual attribute reference (and hopefully tells you where...haven't tried it yet). If it does tell you where, that is a great tool in itself (i.e. use it but don't actually delete just so you find out where it's being used).

    User "shaihalud" stated in another thread: Beautiful. Really dig the "delete used attribute" warnings! This is also good way to find out if you need to change all actors and how they respond to an attribute if you can't remember which actors are affected. Of course, don't actually delete the attribute!
  • VmlwebVmlweb Member Posts: 427
    @rebump
    Yeh I suppose it's useful for some people.

    Well I'm surprised about how quickly I've fixed my AppStore game.

    Monday - Rejected Cause Of 0.7
    Tuesday - Tried to fix all those bugs after upgrading to 0.83
    Wednesday - Got email from GS that fixed almost all the bugs
    Thursday - Fixed everything and tested the whole game.
    Thursday - Done, App Resubmitted
  • rebumprebump Member Posts: 1,058
    Congrats!
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