Is anyone else having this problem?

The on screen actors are seemingly disconnected from the prototype. I was trying to get something working yesterday and every time I changed a rule in the actor I would have to replace the actor on the scene.

I don't know if this was connected to that, but when I went to save the game after that it had a hideous crash and I lost all my images.

Fortunately I had backed up before I started working so only lost a couple of hours work.

It’s not a bug – it’s an undocumented feature

Comments

  • KevinCrossKevinCross London, UKMember Posts: 1,894
    When this happens to me I click on the actor on the scene to unlock it then press the "Revert to Prototype" button so that the actor on the scene then has the same rules as the prototype one.
  • Fal01Fal01 Member Posts: 460
    Yeah I tried that but it only worked when I replaced the actor.

    I also had the problem of the prototype taking on the attributes of the actor on the scene
    in another instance.

    They just seem to be behaving strangely

    It’s not a bug – it’s an undocumented feature

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2013
    The on screen actors are seemingly disconnected from the prototype. I was trying to get something working yesterday and every time I changed a rule in the actor I would have to replace the actor on the scene.
    @Fal01

    I'm having this issue too :(

    For example, I have an actor, I give it a couple of rules (let's say rotate and move left to right), I then carefully lay out 30 of these actors in my scene, I then hit 'play' and everything works fine, the actors move left and right while rotating . . . . but I decide I also want them to change colour every 1 second so I go back to my master actor and stick in a timer and some change attribute stuff to make them change colour every second . . . but this change is not reflected in the actors on stage, they still think they just have the rotate and move rules, in fact if you double click an on-scene actor you can see that in its rules it still has only got the rotate and move rules - with none of the timer / change colour stuff I just added to it's rules . . . and like you I need to delete all the actors on stage and replace them one by one, this is a real pain when designing scene layouts.

    @Codewizard
  • KevinCrossKevinCross London, UKMember Posts: 1,894
    Don't delete all of the actors. Try closing GameSalad and re-opening first. This fixes the self attribute problems where when you change one on the scene they all take on the change.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Don't delete all of the actors. Try closing GameSalad and re-opening first. This fixes the self attribute problems where when you change one on the scene they all take on the change.
    Good to know. I've been having this problem, too. Sometimes it happens and sometimes it doesn't.

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  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2013
  • SocksSocks London, UK.Member Posts: 12,822
    Don't delete all of the actors. Try closing GameSalad and re-opening first. This fixes the self attribute problems where when you change one on the scene they all take on the change.
    Thanks Kevin, I'll try this, I'll also try your 'revert to prototype' trick too, I'll let you know if either works for me.

  • BBEnkBBEnk Member Posts: 1,764
    10.4 and nightly introduced all kinds of actor bugs..
  • BlackCloakGSBlackCloakGS Member, PRO Posts: 2,250
    @uptimistik thanks for filling a bug report.
  • mataruamatarua Auckland, New ZealandMember Posts: 854
    edited November 2013
    Great to know it's filed everyone - getting that here too - news from the GS support team that the bug I submitted has been addressed and fixed up today :)

    I too am having this problem with actors on stage not respecting their prototype changes - I know to unlock and relock - but it makes me wonder where I need to do that all the time and have I missed one?

    Hopefully the bug fix will solve that too.

    Cheers, M@
  • mataruamatarua Auckland, New ZealandMember Posts: 854
    @BlackCloakGS - great thanks for the proactive & informative stuff lately - love it :) Have some other issues and will submit them as I see them to the system.
  • BlackCloakGSBlackCloakGS Member, PRO Posts: 2,250
    @matarua thank you for the kind words
  • SocksSocks London, UK.Member Posts: 12,822
    . . . . the bug I submitted has been addressed and fixed up today :)

    . . . . I'm jealous ! @-)

    I have a game on hold for two years waiting for a bug to be fixed !
  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2013
    @matarua thank you for the kind words
    @BlackCloakGS

    Are you aware that the animation frame rates in the animate behaviour don't play back correctly ? I've been asking this question for years now (literally 'years') and GS just seem to ignore it, it's not like I'm even asking for it to be fixed (the stuff of dreams), I'm just trying to establish whether it's even on your radar ?
  • mataruamatarua Auckland, New ZealandMember Posts: 854
    @Socks - I would re-submit the bug buddy - see what happens :)
  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2013
    @KevinCross

    The unlock-then-revert-to-prototype trick works for me, thanks for the tip, hope they sort this bug out soon !
  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2013
    @Socks - I would re-submit the bug buddy - see what happens :)
    It would be about the fourth time ! I gave up on all that years ago, without repeating what I've said elsewhere - to me the bug reporting system is a black hole.
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