@Hymloe said:
Did this one have the Memory Leak / Memory Issues addressed in it? I didn't see any mention of it in the release notes.
I agree fully that the memory issues should be very highly prioritized, however
in the thread below @BlackCloakGS mentioned that they will be in the next nightly. I interpret that as that after the RC's (like 0.12.6) and after the "final" version of 0.12 then they will start looking into including the fix in a new nightly build (which could be considered to be an early build of a 0.13 RC)
IOS seems you work fine on 12.6 after publishing, however something has changed with the color after publish, I have a silver crystal that up until 12.6 appears a nice silver color, in 12.6 this now appears bright white.
In regards to white images I found that replacing an image with the same name but different case, showed correctly in the creator but was missing on publish, I just removed the image and re added it and attached it to the actors and it was fine.
@colander said:
I have seen this too in a project I am testing for someone else. I am not sure if it was built in this version. It occurred the first time I opened it and played, it hasn't happened since.
I've also seen this in version 0.12.6 but on my Windows project. Typically this occurs when you set Preload images. So, I don't think it is limited to a specific platform rather just a behavior of the Mac Creator and how you configured the actor. Each time I check and uncheck the preload and eventually it goes away. I've not been successful in tracking down a root cause. But, observations suggest it has something to do with the preload image setting.
Sadly, I hosed myself with the 0.12.4 not realizing during a massive upgrade to my game that the tables weren't saving. 0.12.6 worked for iPhones but Androids still suffer from it. Windows works on save but it doesn't reset the tables that weren't saved to their original state. I have a game board that should reset on a game reset but it keeps the last game's play. I saw a best practice where I should have static tables that I copy over my one time use tables. So I'm going to see if that fixes my Windows issue. If so, the only significant problem I'm still encountering is the saving of tables (or loading, not sure which is the problem) on Android.
More info:
On the Android in question it had an older version of the game which I first uninstalled before doing the adhoc deploy to it. I would assume that would clear enough of the game tables to make it a fresh install. If not, what would I have to do? Keep in mind, I have a lot of Android users out there so I'm hoping the upgrade will be simple.
I'm still in a nail biting mode on Windows and iPhone hoping that those users, who upgrade, do not experience any issues.
When you display the iPhone6 plus game.Screen.Size.Width and game.Screen.Size.Height in the creator, you get a value of 414/736. However when you display the same thing on the actual device, you get a value of 320/568.
@jonmulcahy, 414/736 is the correct internal resolution for the iPhone6 plus to develop for.
I wonder why game.Screen.Size.Width reflects wrong values? Does GS get these values directly from the device or do they identify the device and populate these values from a lookup table at run time?
If the latter is true then it may be the reason for some android devices reflecting the wrong sizes too.
I know you guys are working incredibly hard on v 13, but any eta on the table fixes for Android? Iap seems to work fine it's just loading table after a game reset that seems to stop working.
I am even more concerned now after watching this. I am worried it won't stand the test of time, thinking about cancelling my order damn it. EDIT if anyone wants to discuss this any further they probably should start a new thread like I should have.
PhilipCCEncounter Bay, South AustraliaMemberPosts: 1,390
I have and iPod Touch, an iPad 2 and a Retina iPad all for testing my apps and everyday use. Now, why the " " would I try to bend them just to see if they break? And then complain if they did. This whole fabricated controversy is stupid as...
For those with an iPhone 6 plus and using this RC... does the loading screen looks okay or do I need to wait for the portal to be updated so that we can upload 6 and 6+ loading screens?
@iamcartez said:
For those with an iPhone 6 plus and using this RC... does the loading screen looks okay or do I need to wait for the portal to be updated so that we can upload 6 and 6+ loading screens?
I loaded up a few older iPhone games on my 6+, I thought it looked great.
@Back2Code said:
IOS seems you work fine on 12.6 after publishing, however something has changed with the color after publish, I have a silver crystal that up until 12.6 appears a nice silver color, in 12.6 this now appears bright white.
Anyone else getting this on 12.6? Have re-published several times with and without RI and still the same.
Also I have noticed with RI ticked and letterbox crop mode, on android devices with the same size screen as the iPhone 5 (galaxy s3 mini) the splash screen shows overscan rather than using the correct size or scaling.
@Back2Code said:
Also I have noticed with RI ticked and letterbox crop mode, on android devices with the same size screen as the iPhone 5 (galaxy s3 mini) the splash screen shows overscan rather than using the correct size or scaling.
I'm not sure if this is the same thing, but there is an old bug with the splash screen on android devices. I've stopped using it. I instead just put a custom splash screen as a 3 second scene at the start of my game, and upload a black image to the publisher
@jonmulcahy said:
I'm not sure if this is the same thing, but there is an old bug with the splash screen on android devices. I've stopped using it. I instead just put a custom splash screen as a 3 second scene at the start of my game, and upload a black image to the publisher
@jonmulcahy are you talking about the Splash screen in Android just disappearing after showing briefly? Cause I can't seem to work around that at all... no matter what sizes I submit.
No, the one I am talking about is the splash screen not showing up in the proper orientation or scaled right. I stopped using it about a year ago and just roll my own.
@jonmulcahy said:
I think ultimately the important thing is how close they are to the original.
Agreed, the compression artifacting is not really an issue, all you need to know is that the original crappness of the image is mirrored in the device screenshots (the images also looked bad quality to me when I opened them) . . . the original and the iPad shots null (but oddly are 1 pixel up and left out of sync) as you would expect and the iPhone6+ looks a tiny bit soft, but like you say this is going to be impossible to see on the iPhone6+'s comparatively small screen.
Anyone else having an issue with images when publishing? several images in my game are losing or changing colour when publishing i have emailed support but they never got back to me (https://help.gamesalad.com/hc/en-us/requests/7928) I believe its a publishing issue as it looks fine in the creator viewer but not when published
Comments
I think ultimately the important thing is how close they are to the original.
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I agree fully that the memory issues should be very highly prioritized, however
in the thread below @BlackCloakGS mentioned that they will be in the next nightly. I interpret that as that after the RC's (like 0.12.6) and after the "final" version of 0.12 then they will start looking into including the fix in a new nightly build (which could be considered to be an early build of a 0.13 RC)
http://forums.gamesalad.com/discussion/72624/release-candidate-0-12-5-is-available#latest
IOS seems you work fine on 12.6 after publishing, however something has changed with the color after publish, I have a silver crystal that up until 12.6 appears a nice silver color, in 12.6 this now appears bright white.
In regards to white images I found that replacing an image with the same name but different case, showed correctly in the creator but was missing on publish, I just removed the image and re added it and attached it to the actors and it was fine.
I've also seen this in version 0.12.6 but on my Windows project. Typically this occurs when you set Preload images. So, I don't think it is limited to a specific platform rather just a behavior of the Mac Creator and how you configured the actor. Each time I check and uncheck the preload and eventually it goes away. I've not been successful in tracking down a root cause. But, observations suggest it has something to do with the preload image setting.
Hope this helps.
Sadly, I hosed myself with the 0.12.4 not realizing during a massive upgrade to my game that the tables weren't saving. 0.12.6 worked for iPhones but Androids still suffer from it. Windows works on save but it doesn't reset the tables that weren't saved to their original state. I have a game board that should reset on a game reset but it keeps the last game's play. I saw a best practice where I should have static tables that I copy over my one time use tables. So I'm going to see if that fixes my Windows issue. If so, the only significant problem I'm still encountering is the saving of tables (or loading, not sure which is the problem) on Android.
More info:
On the Android in question it had an older version of the game which I first uninstalled before doing the adhoc deploy to it. I would assume that would clear enough of the game tables to make it a fresh install. If not, what would I have to do? Keep in mind, I have a lot of Android users out there so I'm hoping the upgrade will be simple.
I'm still in a nail biting mode on Windows and iPhone hoping that those users, who upgrade, do not experience any issues.
When you display the iPhone6 plus game.Screen.Size.Width and game.Screen.Size.Height in the creator, you get a value of 414/736. However when you display the same thing on the actual device, you get a value of 320/568.
I filed a bug (353)
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@jonmulcahy, 414/736 is the correct internal resolution for the iPhone6 plus to develop for.
I wonder why game.Screen.Size.Width reflects wrong values? Does GS get these values directly from the device or do they identify the device and populate these values from a lookup table at run time?
If the latter is true then it may be the reason for some android devices reflecting the wrong sizes too.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
@jonmulcahy how sturdy is the iPhone 6 Plus? Are the reports about it bending easily true?
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Very sturdy. Bend reports highly exaggerated.
Check this out
http://arstechnica.com/apple/2014/09/after-consumer-reports-flex-test-new-iphones-not-as-bendy-as-believed/
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A 3 point bend test and a 4 point bend test are completely different. Weak point isn't in the center of the phone but by the volume control.
Fortuna Infortuna Forti Una
Here you go my friend
Fortuna Infortuna Forti Una
I know you guys are working incredibly hard on v 13, but any eta on the table fixes for Android? Iap seems to work fine it's just loading table after a game reset that seems to stop working.
Wow he bent that faster than last time! That's why I got the regular 6
I am even more concerned now after watching this. I am worried it won't stand the test of time, thinking about cancelling my order damn it. EDIT if anyone wants to discuss this any further they probably should start a new thread like I should have.
Universal Binary Template - Universal Binary Template Instructions Rev 4 (Short) - Custom Score Display Template
@colander
You also have to consider how thin the iPhone 6 plus is. I mean if you bend something that thin, it will have to bend. Plus it's all aluminum
Just going to chuck this out there ..... Just don't try bending your phone ... You're welcome
I have and iPod Touch, an iPad 2 and a Retina iPad all for testing my apps and everyday use. Now, why the " " would I try to bend them just to see if they break? And then complain if they did. This whole fabricated controversy is stupid as...
Can we put the iPhone 6 bending issue to sleep now?
I'm coming back here to see if the memory issues and other bugs are fixed in Game Salad.
The iPhone 6 discussion, although enjoyable is off topic.
For those with an iPhone 6 plus and using this RC... does the loading screen looks okay or do I need to wait for the portal to be updated so that we can upload 6 and 6+ loading screens?
www.appdore.com || appdore twitter || appdore facebook
I loaded up a few older iPhone games on my 6+, I thought it looked great.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Awesome, thanks for the update.
www.appdore.com || appdore twitter || appdore facebook
Anyone else getting this on 12.6? Have re-published several times with and without RI and still the same.
Also I have noticed with RI ticked and letterbox crop mode, on android devices with the same size screen as the iPhone 5 (galaxy s3 mini) the splash screen shows overscan rather than using the correct size or scaling.
I'm not sure if this is the same thing, but there is an old bug with the splash screen on android devices. I've stopped using it. I instead just put a custom splash screen as a 3 second scene at the start of my game, and upload a black image to the publisher
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
@jonmulcahy are you talking about the Splash screen in Android just disappearing after showing briefly? Cause I can't seem to work around that at all... no matter what sizes I submit.
Our games http://Donkeysoft.ca
No, the one I am talking about is the splash screen not showing up in the proper orientation or scaled right. I stopped using it about a year ago and just roll my own.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Agreed, the compression artifacting is not really an issue, all you need to know is that the original crappness of the image is mirrored in the device screenshots (the images also looked bad quality to me when I opened them) . . . the original and the iPad shots null (but oddly are 1 pixel up and left out of sync) as you would expect and the iPhone6+ looks a tiny bit soft, but like you say this is going to be impossible to see on the iPhone6+'s comparatively small screen.
I'm still shocked that Amazon leaderboards are in instead of Google Play Leaderbaords...
please excuse my lack on GS knowledge at this time but what this feature:
"•"@3x" images are now used on Retina iPads and "@2x" images are now used on non-Retina iPads"
@2? and @3? images!
Having a problem with Android Version(htc m8) build with latest version.
Problem doesn't occur on iOS and Kindl.
Game
https://play.google.com/store/apps/details?id=davidzobrist.humanharvest
After minimizing the app and re-entering the app.
The game is frozen doesn't continue. Reported by 10 friends with Android devices of different type.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
Anyone else having an issue with images when publishing? several images in my game are losing or changing colour when publishing i have emailed support but they never got back to me (https://help.gamesalad.com/hc/en-us/requests/7928) I believe its a publishing issue as it looks fine in the creator viewer but not when published