Response from GS about the Save Load attributes not working...

charliehgreencharliehgreen ArizonaMember Posts: 233
I've noticed multiple people saying that they never received a response about the Save Load attributes not working.
I was wondering if ANYONE got a response about this issue yet, and if so what was said?

It's not fair for me to have finally reached a full year of working on my game, and right when I'm preparing to release, my code just completely breaks. Keep in mind that I was testing my game for over 8 months with the same exact Save and Load atttributes inside of my game and they worked fine for the whole 8 months. The reason why I mention that it worked fine for 8 months is so people won't tell me "Well maybe your code is wrong". :(

This is so not fair :(
I can't release my game now because you can't save your progress.


The things listed below are all things that are being saved and loaded into the game.
- Completed levels
- money
- unlocks
- boss trophies
- badges
-power-ups

Those are a lot of things, and they can not all be unlocked on one game play and I know for a fact players will not replay the game over and over and re-do it all over from the beginning.

I just want this issue fixed, I'm seriously to the point where I would PAY to get this fixed.

Comments

  • colandercolander Member Posts: 1,610
    I know it is a bit daunting but trust me, bite the bullet and change over to tables. I did it when the Load and Save attributes started giving me trouble. I picked one aspect of my game, scoring and changed it to tables and it was a lot easier than I expected. I then went to all other systems like save game and changed them too. Just pick one and try it, it is a lot easier than you think.

    Also Pro users can use Nightly Builds where you can use expression to expression so instead of paying someone to fix it buy a Pro membership.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    edited November 2013
    i can honestly say that saving and loading of attributes has never given me trouble. I've had apps that had over 300 items being saved and loaded. never once had an issue. in my latest game CAT-ACLYSM I made extensive use of both tables and attributes. everything works fine.

    most of the time people have unnecessary logic around their saves and loads and it gets wonky.

    the only rule you need to follow is never use the expression editor (the little e) to enter the key you want to save. always type it directly in.
  • charliehgreencharliehgreen ArizonaMember Posts: 233
    @jonmulcahy Thanks, but I always type them in directly. Hint, me stating that it worked fine for 8 months long and them BAM! out of no where and I did not mess with anything, it just stopped working.

    @colander I guess I'll have to go to tables, thing is, I don't know how to use tables in this way. Can you link me or please explain to me how to use tables to save and load my needed information?
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    @jonmulcahy Thanks, but I always type them in directly. Hint, me stating that it worked fine for 8 months long and them BAM! out of no where and I did not mess with anything, it just stopped working.

    @colander I guess I'll have to go to tables, thing is, I don't know how to use tables in this way. Can you link me or please explain to me how to use tables to save and load my needed information?

    do you have them in any rules or timers then? there have been bug fixes that altered how some rules are triggered.
  • mounted88mounted88 Member Posts: 1,113
    I've never had any problem with save and load attributes.
  • charliehgreencharliehgreen ArizonaMember Posts: 233
    @jonmulcahy I have some in rules and timers.....I think, I'll check and mess it some more. Thanks!

    @mounted88 Not being a smart a**, but if you are not having an issue with it, why leave a comment saying you are not 0_o . Kind of like calling tech support just to say "I'm not having an issue". lol :)
  • colandercolander Member Posts: 1,610
    edited November 2013
    Go to the Cookbook http://cookbook.gamesalad.com/tutorials and you will see Tables and Writable tables there. Also See FryingBaconStudios vids he has one on tables. FryingBacon's stuff is really good helped me heaps.

    Another thing I do for any thing I am looking for is a Google search "GameSalad whatever I am looking for" usually finds what I am after quicker than anything else. Do a search here failing all that post here.

    I know you probably already do most if not all of my suggestions but it will help some new users when they read it.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited November 2013

    @charliehgreen Hi, I have had a problem recently with game attributes not loading, self and scene attributes seemed OK as usual. I let GS HQ know but unfortunately didn't really get a definitive reply as to whether or not this is an actual bug in 0.10.4 (and, I think, 0.10.4.1)

    And yes, as the other guys said, Tables are a great way to manage large amounts of attributes, but personally I won't be totally replacing the "traditional" way, just use whichever method seems right for me at the time… Save & Load Attribute behaviours are still quick and easy to my mind.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    I have a video series on tables and they are easy to use.
  • kipdevkipdev Member Posts: 275

    I know this post is kinda old but just incase someone else runs into this problem i found out the solution for mine. After beating my head against the table over and over again LOL. So just incase this helps anyone, this is what i did. I made a Load Scene. In that seen a put in a "timer" "after 0.1 load attribute, made sure that "run to completion was checked. Also i put all of my save attributes into the SAME kind of timer. The most important step is AFTER you've made all the changes delete the original actor off the scene and re drag the actor back on the scene. My attributes didnt save until I did that last step. Hope this helps someone in the future.

  • eschwartzeschwartz Member, PRO Posts: 22

    I ran into the same problem. For the life of me I couldn't get Attributes to save. I even started from a basic example just to prove it worked and that it was how I was doing it in my main project. Alas, I simply couldn't get it to work. The suggestion about using tables and the Save Table behavior saved me! Thank you for that work around. I have seen some very mysterious stuff happening in the latest version regarding events and nested rules. So I'm not ruling out it was how I was doing it. But I wasn't able to make it work without using tables.

    Thanks for the work around!!!!

  • andrejensen987andrejensen987 Member Posts: 1

    My save/load attributes/tables seemed to never work, tried going into web view. Now they work perfectly, but still won't work in native view. This means there will be no problems working in html5, but will I have compatibility problems publishing to mobile?

  • jigglybeanjigglybean Member Posts: 1,584

    Load/save wont work in th GS viewer as you are starting a fresh game. So everything resets. The best way to check is die after youve hit a high score (or whatever your game does) - then go back to the menu in game and check to see if the score/item has saved.

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  • RabidParrotRabidParrot Formally RabidParrot. Member Posts: 956

    I can't believe people are still using the save/load behaviors. Table saving is the way to go.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @jigglybean said:
    Load/save wont work in th GS viewer as you are starting a fresh game. So everything resets. The best way to check is die after youve hit a high score (or whatever your game does) - then go back to the menu in game and check to see if the score/item has saved.

    You can test a save / load attribute by clicking the reset button in creator. This simulates an app restart on a device.

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