IMMM BACCCCCKKKK!!!

digitalzerodigitalzero Member, BASIC Posts: 639
soooo i know most of you more than likely forgot who lil 'ol me is but im back with a lot of questions. OKAY lets start off by saying this... my damn computers hard drive crashed and i lost all of my data and the game i was working on (my biggest one yet) has also been lost and since i havent been on here in A LONG TIME i have no idea what some of these attributes are... maybe someone can appoint me to a place where the explanations of these are and how to use them but as of now i am lost and confused!!!

here are the attributes:
in app purchase item
in app purchase restore
log debugging statement
platform - login
platform - post score
platform - reset achievements
platform - show achievements
platform - show leaderboards
platform - update achievements

NOW IM HOPING THERES THIS MIRACULOUS TUTORIAL SHOWING ME HOW TO USE ALL OF THESE BEHAVIORS CAUSE GOODNESS I HATE READING LOL!!!


thanks GS community!

Comments

  • digitalzerodigitalzero Member, BASIC Posts: 639
    @uptimistik I REMEMBER YOU!!!! i swear you're always helping me out! thanks so much
  • digitalzerodigitalzero Member, BASIC Posts: 639
    by the way @uptimistik how do you do this... lets say i want a button that clicks up to 5 and when 5 is reached the number goes back to 0... i used to know how to do this but i forgot :(
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Hey man,

    I remember you -- welcome back!

    Here's a demo project for you to answer your question above.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Beat ya to it, @uptimistik. ;) Sorry.
  • digitalzerodigitalzero Member, BASIC Posts: 639
    @brayden_sfx and @uptimistik... you two are truly amazing!!!!! thanks :)
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    by the way @uptimistik how do you do this... lets say i want a button that clicks up to 5 and when 5 is reached the number goes back to 0... i used to know how to do this but i forgot :(
    Here's a way easier way.

    Change attribute self.clickcount to (self.clickcount+1)%6


    What that does is when the count would change to 6 it resets to 0

    Welcome back by the way
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Oh and it's a long shot but if you have ever used the new web publishing system to build and adhoc or anything of your lost project there is possibly a version of your project saved on gamesalads server. You can access it from the publishing pages if it's there.

    Cheers
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited January 2014
    Welcome back, @digitalzero. The Log Debugging Statement is extremely useful. You can put any text or any expression (e.g. attribute value, mathematical formulas, etc.) and then open the Debugger window from the View menu and watch as those statements are displayed in real-time.

    I like to use this for several purposes:

    1. Simple chronological check for rule triggering. I'll put "1" in a Log Debugging Statement and then a little further down "2" and then a bit further into my rules "3" etc. and watch to see which rules are firing and in what order. If I see 1 then 3 then 2 in the rules and I wasn't expecting that order, I know something's amiss. If I expect to see 1, then 2, then 3, then 4, then 5 and I instead see 1... 2... 3... 5, then I have to fix the condition for the rule with "4" in it.

    2. Watching attribute values. DisplayText is great but if an actor is moving or spinning or very small it can be tricky to use it. Add an every 1 second timer with a Log Debugging statement containing an attribute value or several separated by ".." and watch as the values change (or don't change).

    3. Time stamps. Add a Log Debugger Statement with floor(game.time) in the expression editor and you'll know exactly when a certain rule triggered. Or put it at the top of an actor's rules to see when that actor spawned.

    4. Displaying Table data. It's a pain to construct an actor that will display quite a few rows/columns of a table and also have room for that on a scene while debugging the app, but it's a little easier (and easier to copy and paste to another document if needed) to use a loop to display the contents of table(s) at any given time during run-time.

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  • digitalzerodigitalzero Member, BASIC Posts: 639
    thanks :) @tenrdrmer and @tatiang so basically the log debugging statement is to see what flaws you are dealing with?
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