Is there ANY way to make table changes persistent in Mac Creator 12.10? ...and another question...

I just spent over 3 hours tonight, trying to find out why my table changes (updated/inserted scores into high-score tables, etc) SHOULD have worked, but apparently didn't - I now realise after trying a published test version, that this only works fully on the target device, but why can this not be a setting in Creator?

Surely it would be simple to actually modify the tables in code, the same way that I am able to manually change data within them inside Creator? - ie. I would like to exit my app and just check what the status is after running a test, without having to use reams of debug code etc?

Is there no setting anywhere to allow me to over-ride the safe/normal behaviour of just changing tables in the preview/simulation sandbox?

Cheers...

Secondly, I might have to ask some advice here regarding the best way to absolutely ensure that a given task completes? - I've checked the forums and seen all sorts of helpful ways to apparently do this, yet trying them (using timer behaviours, run to completion, etc), still doesn't always destroy my actor at the end of the checks, (and the destroy is outside of the conditions), which I'm taking it to mean that it's almost certainly NOT completing the actions in the group?

eg. I have an actor that I spawn, which contains a (kind of long) routine (cycle-wise) that runs through a table to check if you've got a high score, and if so, where it should insert your score. On way of calling it is just to return where your score will be (rank), and another is by setting a flag to actually write the score to the table - same logic either way, but with a short write to table routine.

Calling it for just the Rank, or disabling the small table write routine seems to work as expected - the actor is destroyed after returning the position/rank, as expected.

Enabling the write routine seems to be too much for it to do reliably, and doesn't destroy the actor (I've checked for bugs, and no, if I disable some of the logic, and leave the WRITE logic in, it still successfully destroys the actor at the end of the routine, as expected/hoped, meaning it's completed its run)

So basically, just hoping someone has a concrete way of ensuring I can run a WHOLE behaviour to completion, even if the behaviour in question takes a little longer to run? - I really do feel like I've wasted a day (again) on something that would be trivial using a programming language as I used to do! - Arghhh!!!

I also understand I can use/set flags at certain points, and use those, but again, I'm wary of wasting yet more time on a none-working solution, for what should be a really simple task!!!

At the moment, I'm thinking of adding a flag at the end of the expected logic, and another bit of logic at the beginning of the actor's behaviours which destroys it if the flag is true, but again, I'm beginning to wonder if ANYTHING is going to work as I'm expecting - I'm honestly a good programmer/analyst, but trying to get info/my head around the EXACT way Gamesalad's time-slicing ACTUALLY works (and how to tell it hasn't, or to avoid these kind of situations) is costing me more and more time as I hit the same old problems, but my game is growing in complexity/nearing completion! :( ...

Any help would be greatly appreciated guys!...

Japster

Comments

  • JapsterJapster Member Posts: 672

    Okay, I was having a bad evening getting nowhere at all last night, but I went about it a different way, and didn't use spawned actors to do the job. The resultant behaviours list for the poor actor lumbered with the task is freaking HUGE, but hey, it works, so I'm not complaining... :)

    Still wouldn't mind persistent tables though - I have to do loads of testing in each session just to be sure things are ALWAYS working, but hey...

    Cheers all...

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    the creator isn't persistent, but if you had your own server you could save / load any data you wanted. check my sig for a tutorial on how to do it.

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