Bug Reports

I've submitted many bug reports, some from more than a few months ago, one after another and I've gotten no response at all from Gamesalad. What the hell is going on? Are the users really not important at all to them? Anyone else getting no support? I don't understand why they allow us to submit bug reports if they're just gonna throw it in the trash or something. This is so exhausting, having an app that is ready to be submitted but due to a bug report, it's performing poorly, please do something GAMESALAD!!!
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Comments

  • Dazza006Dazza006 Member Posts: 248
    @TimBOSSDev What problems/ bugs are you having?
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    edited February 2013
    A bug report is just that .... a bug report! Theres something somewhere stating that you will not getting anything back from bug reports unless they require something further from you!

    "but due to a bug report, it's performing poorly" - Likelihood is that its not a bug making it perform badly! It will either be out of GameSalad's limitations or bad programming!

    Try mentioning the problems you are having on here and see if anyone can help
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    "Your feedback is invaluable. Please report any suspected bugs you’ve found with GameSalad Creator (Mac or Windows), GameSalad Viewer, or GameSalad.com for review. Please note that bug reports will not receive a reply unless additional information is needed. We appreciate your help in making GameSalad even better!"

    This is in highlighted text directly over where you put the bug report description.
  • TimBOSSDevTimBOSSDev Member Posts: 44
    O I see, I wasn't aware of that. Basically I have a music/DJ application there are many sounds (around 150 sounds) that all vary in length between 0.5 seconds to maybe 15 seconds. The RAM usage is first of all very big to begin with and I have no idea why it's this much but it's around 100 MB. The engine on the other hand takes up 80-100 MB. There's a lot of rules and (rules within rules) that are in the engine and some image changes. The sound begins by taking up around 20 MB of RAM. When the app is opened, it's around a total of 200-230 MB of RAM being used, which is a lot and which is why my app takes just around 40 seconds to load!! That is just my first problem. The second problem is that my app is very very much dependant on timing (due to timing music loops together to be on beat). When you play a sound at first, it takes a little bit of time to load it for play and RAM goes up. So by that little time it takes, my loop is already offbeat for the most part (but only if it's the first time playing that sound). That was my second problem. Third problem is that the app crashes after around 270 MB of RAM, where does that RAM come from -- The sound. As you play more sounds the RAM adds up but when the sound doesn't play anymore, the RAM does not go back down. So it keeps adding up as you play more and more of those approx. 150 sounds.

    Can someone please please help me fix these problems? I would really much appreciated because I've been wanting to submit this app for months and these are the only problems that are holding me back. Please list any suggestions guys, thanks

    @Dazza006
    @beefy_clyro
    @LiquidGameworks
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    All those sounds could easily take that much RAM.

    270mb will probably crash a lot of Android devices.

    There is a known sound delay, its not just a GS thing. There was a choice, support the majority of devices and have a slight delay or dont have a delay but sounds would not be supported on quite a few devices (inc the kindle iirc). Search the forums for Android delay and you will see all the discussions on it. Search google with gamesalad android sound delay.

    I dont think its just a fixable thing! It just sounds like the size and accuracy of what you need is out of GS's scope, its not a bug!
  • TimBOSSDevTimBOSSDev Member Posts: 44
    Right, but I'm focussing on Apple devices, especially iPad with this app, not android.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Ok well you havent said at all on what devices you are testing on
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    What the hell is going on? Are the users really not important at all to them? Anyone else getting no support?
    Although that's exactly what it feels like (that your feedback/issue is ignored) I think it's just an issue with communication, for all we know your reports have been looked at and entered onto a list of 'things to be sorted' - I don't think GS are chucking bug reports in the trash, but as your post suggests that's - unfortunately - what the bug reporting system feels like.

    There are bugs I've reported up to 2 years ago that have brought projects to a swift halt, and not only was there zero feedback from GS, but the bugs are still there in the software, as I've suggested before - in my own opinion - the best route when encountering a bug is not to wait around for a software fix but to post it on the forums, there are numerous smart, talented and very helpful forums members who are only too willing to work out a solution for you pretty quickly. I'd always recommend that route first if the issue is stopping you complete your project.
  • BlackCloakGSBlackCloakGS Member, PRO Posts: 2,250
    I am sorry if it feels like we ignore bug reports. However let me assure you we take bug reports seriously and any that come cross my desk I try to make sure get addressed.
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    I am sorry if it feels like we ignore bug reports.
    @BlackCloakGS

    A while ago SSS mentioned producing a list of bugs that GS were aware of, that would be really useful as it would save people reporting stuff that has already been reported and you already know about - and it would give users a sense that you have these bugs on your 'to be addressed' list.
    However let me assure you we take bug reports seriously and any that come cross my desk I try to make sure get addressed.
    Here are a few bugs that have been in GameSalad for years (literally) - and reported more than once:

    Are you aware that the brightness and opacity sliders in the colour selection wheel often crash creator if you try and adjust values using them ?

    That the interpolation algorithm has the last part of it's destination value clipped so on things like fading in and out of images and ramping up/down of audio all end up with annoying glitches at the end ?

    Importing a sequence of animation frames into creator screws up their order and they have to be manually reordered before being placed in the animate behaviour.

    Deleting assets like audio and images often returns in strange results - images are not deleted, the wrong images are deleted, the image panel fails to update so you are not entirely sure whether your action was successful.

    The frame rates in the animate behaviour are all 'screwed', they not only don't match the frame rates displayed on the behaviour's slider, but they bear little relation to each other (21fps runs at the same speed as 27fps / 28fps and 29fps both run at 20.1fps / 20fps runs at 16.5 fps . . . etc etc) ?

    . . . and so on, there are quite a few bugs like this that have been present for a couple of years or so, like I say they've been reported, and more than once, and exhaustively, and through the correct channels. I understand that you can't address every bug or glitch people might hit, but it would be at least good to know you where aware of them and that we weren't just shooting these reports into a black hole, as I said above I think the real issue is one of communication.

    SSS's idea of a known bug list would go someway to giving people the sense that they are not being ignored, even knowing a bug was unlikely to be addressed in the near future would be much better than being left entirely in the dark. False hope can be a cruel mistress :)

    One of my first projects - that relies on reasonably accurate frame rates (or even internally consistent, if not accurate, frame rates) - still lives in hope even though it has now got a fairly thick coat of dust on it.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    I agree the list of known bugs would be very useful. I'm unsure as to how much they will be addressing though at the moment as they gear up with the LUA free engine! Hopefully most of those issues you mention above @socks will be fixed with that release
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    I agree the list of known bugs would be very useful. I'm unsure as to how much they will be addressing though at the moment as they gear up with the LUA free engine! Hopefully most of those issues you mention above @socks will be fixed with that release
    @beefy_clyro

    Yep, that's pretty much what I suspect too, if the native engine is on its way there would be little point GS investing too much time and effort in the current engine (although to be honest I have little idea about what's involved / whether some parts of the current code can be transferred to the new engine - etc). But again with the new engine there is little in the way of solid communication to plan around, whether bugs will be addressed (if they even need to be) is an unknown, when the engine might arrive is, at best, vague (probably for good reasons), so we are still pretty much in the dark about when or if these kinds of issues might be resolved.

    But, yes, a known bugs list, would shine a little light onto what is happening in the engine room.

    [mixed metaphors for sale, PM me]
  • PixelMetalPixelMetal Member Posts: 283
    @Socks Well, the point in addressing current bugs would be to give customers what they paid for, but, y'know, reliable and not crashing every 15 minutes. Wasn't Lua-free supposed to be out last year at some point? There's been no evidence we're any closer to a release date for that. @SaladStraightShooter also mentioned we may get a release update this week (though never confirmed it was for Windows in addition to OSX), but I can't imagine GS releasing any kind of update during the Gamespot contest...so many conflicting reports, so little responsibility to paying customers...
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Pixel, do you run on Windows or Mac out of interest? I can use GameSalad all day without a single crash! I can only speak for Mac buts she's pretty sturdy ... Especially for what is still in Beta!

    @socks I would guess they will try to release the engine without bugs, i'm sure its never intentional to have them there ;)
    Thing is, I dont think you should plan around certain things per se. I know what the software does and can do, I only take on projects that I know I can see through, not relying on an update to add/fix something! Its nice to know what is coming but its software, its development, things can always change .. I just work to what I know for the current!
  • PixelMetalPixelMetal Member Posts: 283
    edited February 2013
    Windows, which is a version behind OSX (and apparently incompatible because of it) and buggier than...uh, a buggy convention I guess. My metaphor-lobe is lacking today.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    You should be used to buggy software then dealing with Microsoft on a regular basis ;)

    I've not used the Windows creator so unfortunately cant comment on any experience!
  • PixelMetalPixelMetal Member Posts: 283
    edited February 2013
    You should be used to buggy software then dealing with Microsoft on a regular basis ;)

    I've not used the Windows creator so unfortunately cant comment on any experience!
    Give me 30 seconds and a copy of Photoshop and I will bring your Mac to its knees :).

    GS is literally the only software I open on a regular basis that crashes. Even After Effects, which is notoriously fickle, has not crashed once in the last two years nor has 3DSMAX w/ VRay, a combination even more notoriously fickle, in months. Just GS.

    I can set my watch by its crash cycle and I'm betting that, considering the typical software I have to run on a daily basis, I have a significantly more tweaked-out machine than most folks...I can't imagine there's many GS users rocking Dual quad-core, SLI Video card setup (~2GB video RAM), 24GB system RAM and external rackmount sound devices. At least, not on the Windows side of things. I'm pretty sure that if I can run a 3D liquid simulation in realtime I should be able to run GS.

  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    @Socks Well, the point in addressing current bugs would be to give customers what they paid for, but, y'know, reliable and not crashing every 15 minutes.
    Well, what can I say, yes it can be frustrating, although I agree with what beefy_clyro said (investing time in an engine that is destined for the retirement home might not be the best move when they could be working on the replacement), but I also agree that, from a developer's point of view, one or two years (or even 6 months) is far too long to wait for bug fixes, especially when you don't even know if they are being addressed or not.
    Wasn't Lua-free supposed to be out last year at some point?
    I think there's been a couple of indeterminate schedules so far, I'm guessing it's turned out to be more work than predicted / they haven't enough staff / the project has changed from its initial aims / they've hit a few snags ??? I'm sure they'd love to have the new engine out more than anyone.

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Haha

    I remember the days of having to save every 10 mins for the fact that GS would crash! There was a known memory leak which got patched thank god! Haven't heard that its a known thing for Windows machines though, haven't seen many reports of it constantly crashing!

    I have no idea i'm afraid
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    @socks I would guess they will try to release the engine without bugs, i'm sure its never intentional to have them there ;)
    Agreed, but I don't think the issue is a clear cut as that:

    GameSalad is a piece of software put together by some brilliant programmers - the aim of the software is to make app generation available to non-programmers, central amongst these I would say are designers, artists, illustrators and assorted 'creative' types.

    There is an enormous aesthetic element to our app culture, gone are the days when simply being able to program is sufficient to generate an app, you need great art too (or at least decent art / design).

    Whereas a good designer would be appalled at bad kerning, fades that glitch and actors that lack anti-aliasing on their edges, a programmer simply might not notice, I think GameSalad lack this aesthetic awareness.

    It's not that bugs would ever be intentionally included, but that without this aesthetic awareness things like poor kerning and the annoying interpolate bug (etc) might well migrate from the old engine to the new as it's simply not a concern to someone who can crunch through a novel's worth of C+ in an afternoon but has never picked up a Pantone swatch.

    Even GameSalad's own game ("Too Fat To Fly") had a few of these small oversights that a good designer wouldn't have let through.
    Thing is, I dont think you should plan around certain things per se. I know what the software does and can do, I only take on projects that I know I can see through, not relying on an update to add/fix something!
    No one (well, no one sane) starts a project they know the software might struggle with - relying on a possible update to add/fix something, I think that's a poor caricature of the issue here.

    The very nature of bugs is that they tend to be unpredictable.
    I just work to what I know for the current!
    Good ! :)
  • SocksSocks London, UK.Member Posts: 12,822
    Haha

    I remember the days of having to save every 10 mins for the fact that GS would crash!

    Agreed, the engine (at least on the OS X side) is much more stable than it used to be.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    I get where you're coming from but I've personally not come across one of these bugs that have ever been a show stopper for me .. Thats my only point!
    I've released my titles and probably quite like GameSalad, bugs can be overlooked. That is, you don't see it, things are used in different ways/orders than you test, and such, a bug is present. Now thats not the case for everything but its that kind of thing I guess.
  • 3itg3itg Member, PRO Posts: 382
    @Socks
    Ive experienced most of what you complain about.

    However, One thing that should be pointed out is that interpolation is based on float mathematics.
    when multiplying dividing fractions (decimals) it is unlikely to arrive at a whole number.
    and numbers that get "rounded" when doing math against decimals makes it even more unlikely.
    In most programming, this value I think is called "epsilon".
    its something like the maximum deviation.

    However, I don't think GS has a function for epsilon.
    You can just assume a value and it should work all the same.

    say 4 spaces beyond the decimal.

    when game.Timer >= 9.999 then game.Timer = 10.
    or be safer
    when game.Timer >= 9.9 then game.Timer = 10.

    Or make a variable, and give it a value like .005, name it epsilon and you will be very close to most other programming languages.

    But yea, google Float mathematics or epsilon and someone who is smarter than me will explain it better.
  • TimBOSSDevTimBOSSDev Member Posts: 44
    I am sorry if it feels like we ignore bug reports. However let me assure you we take bug reports seriously and any that come cross my desk I try to make sure get addressed.
    But for how long do we have to wait like this?? We have no idea when the new engine is supposed to come out so we can set deadlines for ourselves. Especially for the users that are paying, they want to know how long it's gonna take even in approximate measures for LUA-free engine's release.... is it going to be days... weeks... months... years?? What's happening? I sent many e-mails to the support team about tons of small issues. My app was supposed to have been on the app store in december. Almost 4 months have been passed by now.... I've rejected the upload 2 times because of the RAM issues. Where is all this RAM usage coming from is what I don't get?!?!?!?! My whole project is also only 16 MB, can anyone help me with this????

    I'm sick and tired of all this waiting for the new-engine. This is so disappointing... :_(
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    The new engine is not the cure all. I think you need to search the forums to understand how memory is used.

    i.e. You can have a picture which is 1mb, this contributes to the overall app size (your 16mb) but the RAM of the 1mb picture maybe bigger because of the container size it must use. Largely, this comes down to the resolution of the picture.

    Again, search the forums for a proper explanation. I believe what you think are bugs are more than likely not!
  • TimBOSSDevTimBOSSDev Member Posts: 44
    I believe what you think are bugs are more than likely not!
    No but the Audio RAM buildup is definitely a huge bug because many people are complaining about it. The RAM goes up as you play more sounds but doesn't Cache out when sounds stop playing, thus more sound you play, the more RAM builds and the app crashes.
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    However, One thing that should be pointed out is that interpolation is based on float mathematics.
    Interesting, sounds like it might be involved (but to be honest all that higher maths stuff is way out of my league) - but I can tell you exactly what interpolate does:

    If you interpolate from 0 to 1 you should expect (I'm using only 2 decimal places here):

    0.01
    0.02
    0.03
    0.04
    0.05
    0.06

    . . [snip] . .


    0.85
    0.86
    0.87
    0.88
    0.89
    0.90
    0.91
    0.92
    0.93
    0.94
    0.95
    0.96
    0.97
    0.98
    0.99
    1.00 . . .


    But what actually happens is this . . . .


    0.01
    0.02
    0.03
    0.04
    0.05
    0.06

    . . [snip] . .

    0.85
    0.86
    0.87
    0.88
    0.89
    1.00
    1.00
    1.00
    1.00
    1.00
    1.00
    1.00 . . .



    Does that sound like the float mathematics issue ? It works both ways (i.e: interpolate from 1 to 0 and the last 0.1 is 'clipped') - there are ways around this - for a fade from (or to) black and fading a piece of audio in and out you are better off interpolating a much high numerical range (for example 0 to 255 is ideal for a visual fade) and passing that interpolating value to an attribute - then constraining your actor's opacity to the attribute divided by 255 - (but you might well know all that already).

    Which all comes back to the idea that GS are much more programmers and less so designers (of course), I suspect a designer would have seen this issue a mile off the first time he or she noticed the little glitches and jumps in what should be smooth fades and audio ramps and built in a system (perhaps interpolation values could be internally multiplied and then divided to loose the glitch ?) that was invisibly/internally handled by GS to address the issue - but then again a designer wouldn't have been able to put together something like GS to begin with.

    Anyhow, the point being that in a world (the app world) where the customer is increasingly design-sophisticated (did I just make that term up ! Ug !) I think it would be enormously useful to have a dedicated designer working with a software team, someone who would scream (in a slightly camp way) on seeing some design faux-pas that a programmer might not only have not noticed but be indifferent to if he did.

    I think I've gone on enough ! :))
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    D/P
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    The new engine is not the cure all.
    @beefy_clyro

    It is ! It's the new Lourdes, I expect a queue of wheelchairs outside GameSalad HQ on the day of launch.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
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