GameSalad 0.8.5 Now Available
quantumsheep
Member Posts: 8,188
Get in there, iPad junkies!
QS
EDIT: Dear Gendai.
I think you broke the viewer...
Cheers,
QS
2nd Edit:
iphone .85 viewer now up.
I come from the future, you know - try and keep up
QS
EDIT: Dear Gendai.
I think you broke the viewer...
Cheers,
QS
2nd Edit:
iphone .85 viewer now up.
I come from the future, you know - try and keep up
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Comments
I think we should all PAUSE for a mo', in thanks.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Release Notes, GameSalad Creator version 0.8.5 beta
*Features*
# Ability to hide the scenes list in Preview Player
# Ability to scale the view to 50% for larger resolution games in the Preview Player
*Fixes*
# Auto-rotation fixed for initial device orientation
# Publishing server fixed to allow OS3.0 games.
# Pro membership custom loading screens added again.
# Actor size changes also resize collision area.
# Touch count reset when getting push notifications.
# Linear velocity attribute can now be used in expressions.
Update your GS Viewer(s) if you have them.
As a side note, I found a bug.
If you want to take screenshots from within GS (i.e. save to disk, make the image the project or scene shot) the image is 'distorted'.
Cheers,
QS
P.S - Follow the great Tshirtbooth's example - vote for option 4
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
All my games on Google Play
made the wait not so bad in the end
Now please oh please...get back to work on game engine optimization!!!
I only need about a 10-20% release of RAM. 30% would be AWESOME!
At this pace we should probably assume an 8.6 release by May 1? ;-)
I'm really digging the quick updates!!! hee hee!
(and say a prayer 3.1.1 is just more anti-Flash hype)
I'm testing a game and it stays there when i reopen it.
To quit the game I have to quit that app multitasking
Ditto the work on the performance - Gendai need to squeeze every ounce of performance out of GS, which not too bad but slows when stuff gets busy - still has a long way to go.
Maybe utilise some of those new 4.0 API's for performance improvements.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Also thank you so much for the update:)
EDIT: Also does the launch image need to be in all four orientations or just what your game is in.
Cheers, Weswog
The emails apple sends are a little misleading
They title it like it needs to support all orientations but then it goes on to say it was denied because our games were not int eh same orientation as the splash scene
In short...
One orientation is fine but the splash has to be the same as the game
The problem was the splash would start correct then rotate 90º and stop perpendicular to the game orientation
Cheers, Weswog
"Linear velocity attribute can now be used in expressions."
You could always use the Linear Velocity X and Y in expressions. What's new about this?
Edit: And good job on the poll. If we can assume that the people who think the update is great (first option) also want pause implemented (4th option) then pause is wanted by 100% of people who voted!
/considers a career in politics...
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
There was an issue I found that you couldn't store the current linear velocity value of an actor in an attribute. I was trying to make a pause demo that stored the current linear velocity values in the actor so when it came out of pause it would get that value back when you use Accelerate or Change Velocity(non-Move [To]) behaviors to move an actor.
@nulo and @qs, someone found that if you use Interpolate to change the size of an actor, the collision area didn't change as well. But there were other behaviors that could cause that when changing the actor's size, so the fix was generalized.
So if there was a bug that allowed the collision area to be a different size than the actor size...then why not turn that bug into a new feature!!! It would be great to be able to define the collision size separate from the actor size...which would allow dropshadow or glow effects to be incorporated into the actor images. Currently to do a drop shadow...you have to have a tagalong actor constrained to the actor to make the shadow a separate graphic...which kills the overhead. A separate collision zone size parameter on the actor would allow us the ability to have MUCH more graphic freedom within a single actor.
An even better feature yet would be multi-layered actors with custom designed collision zones!!!
Event hough we can only have square or circle being able to resize the collision
would be an amazing compromise
And yay! Pause is ahead by one vote! Do it people! A happy sheepy is a productive and helpful one
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io