@FallacyStudios said: @dgackey Well prior to the update I had actors using the image for numbers workaround to display custom numbers. They went into the 10million marker. Because this update won't allow you to input a number greater than 1 million in an integer attribute it is essentially broken.
Steps to reproduce:
Make an integer attribute
Assign a value greater than 1 million. (It rounds back to 1 million)
I suppose I can make a mathematical workaround, but a nuisance none the less.
i checked both the RC and Final builds and I see this in both of them. In my latest game I'm dealing with numbers in the trillions, and it was getting rounded down, but I just thought it was a limitation of the attributes, never thought it was a bug, but I never worked with them before. I just ended up storing all my values in tables and it worked fine on that side of things, it looks like this is on the actor / scene attributes only
Same deal with 'real' attributes, nothing above 1,000,000.
But . . . and somewhat counterintuitively . . . . text attributes allow you to enter large values - and you can still carry out mathmatical operations on them.
For example, if you create a text attribute ('text') and make it '1' . . . . then do: Timer, every 0 seconds change 'text' to 'text' + 1 - and constrain an actor's X position to 'text' - it will, as would otherwise be expected, move across the screen.
Or if you give 'text' a default value of 1,000,000,000 - and use a display behaviour to display, for example, 'text' * 19.54 you will get - as you would expect with a normal numerical attribute - 19,540,000,000
Basically text attributes can be used for numerical duties but without the 1,000,000 ceiling.
I expect text attributes are less efficient than dedicated numerical attributes - I guess there is some text > number conversion going on . . . but it works nonetheless.
@quantumsheep said:
I just want to put in a number over a million like I used to. Not write War and Peace to do it.
That's the past, this is the future, you need to embrace your new flappy future
Did you know you can also store image files in an 'angle' attribute ? **
But seriously . . . you can enter a number over a million just like you used to !! Use a text attribute and treat it like any numerical attribute, enter a trillion as the default, 1,000,000,000,000, and it will display just like that, no 1,000,000 limit, add 10,675,938 to your score every time you shoot down some kind of weird hairy alien - and your text attribute will display 1,000,010,675,938 . . . etc
@raze_struck said:
It terms of memory usage how far can I push with the new release, my game forces the player to backtrack and change scenes often, can I force gs to dump memory. I'm not sure how to optimize gs with a game that has lots of scene changes in it
Actually this is what .11 excels in. Memory usage does get dumped from pause and change scene now. For my project with many scenes the memory usage halfed. But it's different for each person obviously. Best bet is to test with instruments. The upper limit for an app is roughly half the devices RAM in use by a single app before that app crashes.
Apple's reason:
"When we attempted to purchase your In App Purchase an activity monitor spun for several minutes before we were presented with a purchase failed error. We were also unable to purchase any of the other IAPs or restore prior purchases."
I'll submit a bug report.
I tested an adhoc version and it worked fine.
Also, the same game was approved for the Amazon Appstore and I've successfully made a couple of purchases.
Does tweet sheet work? When I trigger the behavior in ad hoc mode in android, nothing happens, but it says that the message would've been posted when triggered in the preview.
@dgackey@BlackCloakGS@CodeWizard Just wondering, is iAp supposed to work on Mac? Got my mac app rejected with the new release because of iAp not working. Not sure if it is even supposed to work on mac or not though.
@BlackCloakGS@CodeWizard My second game that went into review has also been rejected for this problem - the in app purchase fails and the tester uploaded a screenshot showing the Error screen I have included in the game.
@FallacyStudios said:
dgackey BlackCloakGS CodeWizard Just wondering, is iAp supposed to work on Mac? Got my mac app rejected with the new release because of iAp not working. Not sure if it is even supposed to work on mac or not though.
@justinodunn said:
Does tweet sheet work? When I trigger the behavior in ad hoc mode in android, nothing happens, but it says that the message would've been posted when triggered in the preview.
If not, why not I wonder. The code is virtually identical for the two. It does appear based on @darrelf issue, that I am likely going to have issues with many of my other submissions though because of iaps
Can someone please explain why this release is causing issues with the interpolate behavior?
All interpolate behaviors I had in place before no longer work correctly, and some animate behaviors won't even start. I think whatever "timing" issues were fixed have cause something to be disrupted.
@supafly921 said:
Can someone please explain why this release is causing issues with the interpolate behavior?
All interpolate behaviors I had in place before no longer work correctly, and some animate behaviors won't even start.
I'd start a thread about the issue (rather than work it out here), and include a lot more detail, what kind of interpolation, interpolating what attributes, over what value range and so on - there was a small adjustment made to the interpolate behaviour, but it was vanishingly small and should only really effect interpolations over very small value ranges (like 0 to 1).
Very basic interpolate/animate behaviors that were working perfectly in the previous release until 11.0.13. Also, the subtraction (-) sign within the rules doesn't work at all for me.
@supafly921 said:
Also, the subtraction (-) sign within the rules doesn't work at all for me.
Works fine for me, in 10.4 and 11.
I'd start a thread about the issue (rather than work it out here) otherwise these kinds of threads turn into mini forums of their own with people working out the (inevitable) issues that come with a major update.
.
Did anybody publish any game with this version on Apple? I tried with 4 apps, all were rejected with the same reason: "2.1: Apps that crash will be rejected".
@CodeWizard said:
(however, we do not support Photoshop exported 8 bit PNGs).
Is this new? I was using Photoshop exported 8-bit PNGs flawlessly in the project I've been working on since last August and all of a sudden new images won't import with a transparent background. It took me forever to figure out what was going on.
24-bit PNGs still work so I can use those but I'm trying to shave off memory wherever I can. My project is already over 10 MB and I'm only about 1/5 of the way through the level creation.
@Daveinpublic said:
At the beginning of some of these threads, they mention to list bugs here, and that they'll keep an eye out for issues with the current build here.
Good point, if you want to sort out issues in this thread rather than a dedicated thread then don't let me stop you, I'm not in charge !
@supafly921 said:
Ok socks codewiz--just for your reference this is what I am seeing:
Very basic interpolate/animate behaviors that were working perfectly in the previous release until 11.0.13. Also, the subtraction (-) sign within the rules doesn't work at all for me.
Make sure you "highlight" the rule needing to be remove, and then press the subtract. previously it would subtract the top rule. Now you need to specify the rule by clicking that section before itll make a change.
hi guys, today Apple rejected my Apps for the same issue, here the details:
Reasons
2.2: Apps that exhibit bugs will be rejected
Thank you for your resubmission. However, we still found that your app exhibited one or more bugs, when reviewed on iPad running iOS 7.1.1 and iPhone 5s running iOS 7.1.1, on both Wi-Fi and cellular networks, which is not in compliance with the App Store Review Guidelines.
Specifically, we were not able to purchase IAP due to an error.
I've used the last GS stable version to build the game but the issue about IAP are still present.
But in this post i saw:
Fixes:
Over 240 bug fixes and improvements, including the following major fixes.
Fixed issues with Apple rejecting apps with In-App Purchases.
Comments
i checked both the RC and Final builds and I see this in both of them. In my latest game I'm dealing with numbers in the trillions, and it was getting rounded down, but I just thought it was a limitation of the attributes, never thought it was a bug, but I never worked with them before. I just ended up storing all my values in tables and it worked fine on that side of things, it looks like this is on the actor / scene attributes only
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@jonmulcahy
@quantumsheep
Same deal with 'real' attributes, nothing above 1,000,000.
But . . . and somewhat counterintuitively . . . . text attributes allow you to enter large values - and you can still carry out mathmatical operations on them.
For example, if you create a text attribute ('text') and make it '1' . . . . then do: Timer, every 0 seconds change 'text' to 'text' + 1 - and constrain an actor's X position to 'text' - it will, as would otherwise be expected, move across the screen.
Or if you give 'text' a default value of 1,000,000,000 - and use a display behaviour to display, for example, 'text' * 19.54 you will get - as you would expect with a normal numerical attribute - 19,540,000,000
Basically text attributes can be used for numerical duties but without the 1,000,000 ceiling.
I expect text attributes are less efficient than dedicated numerical attributes - I guess there is some text > number conversion going on . . . but it works nonetheless.
Dude.
I just want to put in a number over a million like I used to. Not write War and Peace to do it.
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
That's the past, this is the future, you need to embrace your new flappy future
Did you know you can also store image files in an 'angle' attribute ? **
But seriously . . . you can enter a number over a million just like you used to !! Use a text attribute and treat it like any numerical attribute, enter a trillion as the default, 1,000,000,000,000, and it will display just like that, no 1,000,000 limit, add 10,675,938 to your score every time you shoot down some kind of weird hairy alien - and your text attribute will display 1,000,010,675,938 . . . etc
**this part of my post is not actually true
Actually this is what .11 excels in. Memory usage does get dumped from pause and change scene now. For my project with many scenes the memory usage halfed. But it's different for each person obviously. Best bet is to test with instruments. The upper limit for an app is roughly half the devices RAM in use by a single app before that app crashes.
@BlackCloakGS @CodeWizard Apple rejected my game using the stable build.
Apple's reason:
"When we attempted to purchase your In App Purchase an activity monitor spun for several minutes before we were presented with a purchase failed error. We were also unable to purchase any of the other IAPs or restore prior purchases."
I'll submit a bug report.
I tested an adhoc version and it worked fine.
Also, the same game was approved for the Amazon Appstore and I've successfully made a couple of purchases.
I am continuing with a subscription from this day. Just want to thank you for the last really great stable release!
Does tweet sheet work? When I trigger the behavior in ad hoc mode in android, nothing happens, but it says that the message would've been posted when triggered in the preview.
@dgackey @BlackCloakGS @CodeWizard Just wondering, is iAp supposed to work on Mac? Got my mac app rejected with the new release because of iAp not working. Not sure if it is even supposed to work on mac or not though.
@BlackCloakGS @CodeWizard My second game that went into review has also been rejected for this problem - the in app purchase fails and the tester uploaded a screenshot showing the Error screen I have included in the game.
I don't think it works on Mac.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
tweetsheet is iOS only I think
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If not, why not I wonder. The code is virtually identical for the two. It does appear based on @darrelf issue, that I am likely going to have issues with many of my other submissions though because of iaps
Well, we still don't have Game Center for Mac either. Crazy days!
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Oh that's too bad
Can someone please explain why this release is causing issues with the interpolate behavior?
All interpolate behaviors I had in place before no longer work correctly, and some animate behaviors won't even start. I think whatever "timing" issues were fixed have cause something to be disrupted.
Thanks!
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I'd start a thread about the issue (rather than work it out here), and include a lot more detail, what kind of interpolation, interpolating what attributes, over what value range and so on - there was a small adjustment made to the interpolate behaviour, but it was vanishingly small and should only really effect interpolations over very small value ranges (like 0 to 1).
Eagerly waiting on the Windows version. #excited
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Ok @socks @codewiz--just for your reference this is what I am seeing:
Very basic interpolate/animate behaviors that were working perfectly in the previous release until 11.0.13. Also, the subtraction (-) sign within the rules doesn't work at all for me.
POLAR ROLLOUT (New Line-Drawing Physics Puzzler!) - FREE Download
Works fine for me, in 10.4 and 11.
I'd start a thread about the issue (rather than work it out here) otherwise these kinds of threads turn into mini forums of their own with people working out the (inevitable) issues that come with a major update.
.
At the beginning of some of these threads, they mention to list bugs here, and that they'll keep an eye out for issues with the current build here.
Did anybody publish any game with this version on Apple? I tried with 4 apps, all were rejected with the same reason: "2.1: Apps that crash will be rejected".
Is this new? I was using Photoshop exported 8-bit PNGs flawlessly in the project I've been working on since last August and all of a sudden new images won't import with a transparent background. It took me forever to figure out what was going on.
24-bit PNGs still work so I can use those but I'm trying to shave off memory wherever I can. My project is already over 10 MB and I'm only about 1/5 of the way through the level creation.
->Later.....Spice
Good point, if you want to sort out issues in this thread rather than a dedicated thread then don't let me stop you, I'm not in charge !
Make sure you "highlight" the rule needing to be remove, and then press the subtract. previously it would subtract the top rule. Now you need to specify the rule by clicking that section before itll make a change.
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When I put image to image folder, sometimes GS get crash.
Does anyone get crash also? Or only me :-(
@mobiazzam , do you import the images from a shared network drive? GS occasionally crashes on me when I do this.
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Ok, I'm not 100% sure either way.
hi guys, today Apple rejected my Apps for the same issue, here the details:
Reasons
2.2: Apps that exhibit bugs will be rejected
Thank you for your resubmission. However, we still found that your app exhibited one or more bugs, when reviewed on iPad running iOS 7.1.1 and iPhone 5s running iOS 7.1.1, on both Wi-Fi and cellular networks, which is not in compliance with the App Store Review Guidelines.
Specifically, we were not able to purchase IAP due to an error.
I've used the last GS stable version to build the game but the issue about IAP are still present.
But in this post i saw:
Fixes:
Over 240 bug fixes and improvements, including the following major fixes.
Fixed issues with Apple rejecting apps with In-App Purchases.
i mean we can't submit apps with inApp?
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Same problem.If I put image when gs is full screen,gs get crash.Because of it.I never put image when gs is fullscreen.
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