Entering 2 or less as a value for the Rotation Behaviour (or for the actor's Angular Velocity) results in the actor rotating for less than 1° and then stopping.
@Lost_Oasis_Games said:
I imagine the issue is related to the radians issue I reported.
Actually it predates the Lua change (where rotational values began being read in radians rather than degrees), it's been a bug for a long time, the oldest version of GS I have is 11.11 (august 2014) and it's in that.
This post made me restart gamesalad to see if the update had happened. No luck.
Not yet, but a lot of progress is being made daily. The custom fonts are pretty much there and currently looking amazing (even custom made pixel-perfect 8bit fonts).
A few things still need smoothing out, though, so that they work consistently across the board.
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This post made me restart gamesalad to see if the update had happened. No luck.
Not yet, but a lot of progress is being made daily. The custom fonts are pretty much there and currently looking amazing (even custom made pixel-perfect 8bit fonts).
A few things still need smoothing out, though, so that they work consistently across the board.
That's cool. I was hoping it would come out this past week as I now have two weeks off from work to make games, but I guess it'll probably be another month or so. :-/
@ETGgames I also have 1.25 beta but I did not see any rules for custom fonts to display, I just saw a tab to import the font. Is there any purticular rules for it?
@Nabbo said: @ETGgames I also have 1.25 beta but I did not see any rules for custom fonts to display, I just saw a tab to import the font. Is there any purticular rules for it?
Import the font you want in to the fonts tab, then just select the font in the display text behavior. Easy as that.
@Hoodloc said:
Maybe he meant if the alpha is dynamically changeable during runtime. That's something I was hoping for with the addition of custom fonts.
Ah ! I see what you mean, yes, in that case MentalDonkeyGames is right.
Here's a trick you can use to dynamically control the opacity of text at runtime:
Set your text opacity to a low value like 2% or 5%, add a Replicate behaviour, set 'Spacing' to 0, you can now control the opacity of your text with the 'Copies' attribute.
@Hoodloc said:
Maybe he meant if the alpha is dynamically changeable during runtime. That's something I was hoping for with the addition of custom fonts.
Ah ! I see what you mean, yes, in that case MentalDonkeyGames is right.
Here's a trick you can use to dynamically control the opacity of text at runtime:
Set your text opacity to a low value like 2% or 5%, add a Replicate behaviour, set 'Spacing' to 0, you can now control the opacity of your text with the 'Copies' attribute.
Hah, that's smart!
I've never used the replicate behavior, never ever would have thought of that, thanks!
We're still working on bugs. We're getting closer, but there are still a couple of complex issues to go. Believe me, we want to get this out as soon as we can, but it is a large update and we want to be sure we've worked out any showstoppers first.
Thanks - Must have missed the announcement of downsizing GameSalad. I can only assume it has contributed to the delay on the next release. Keep up the good work.
I have faith that @GoergeGS is beavering away as fast as he can...
I'd still like to know what @Codewizard meant when he said that "our priorities have shifted" ...which resulted in two of the main engineers working on the software, who the community had a pretty good relationship with, having to leave.
In what way has priorities shifted? Changes in GS business direction don't just have impact at GS towers... they affect thousands of developers using the tool, and can have massive ramifications for other peoples businesses. Past events, and past sudden changes in direction at GameSalad have proven this time and again.
If theres a new strategy in place, surely the paying users deserve to know what it is, so they can have some idea of how its going to affect them?
Even more so, if as a result of this new change in priorities, it meant staff levels working on the tool were suddenly reduced... directly affecting and prolonging the delay in the release of long overdue updates.
Comments
Silly question how do you get access to the 1.25 beta... do i have to do some hoop jumping or can anyone volunteer?
Another (small) bug for the list.
Rotation values of 2 or less don't work.
Entering 2 or less as a value for the Rotation Behaviour (or for the actor's Angular Velocity) results in the actor rotating for less than 1° and then stopping.
One other 'slow speed' bug.
Collisions below the speed of 70.7pps don't work correctly.
An actor travelling at or below this speed will fail to bounce back when colliding with another actor.
The new better collisions checkbox will remedy this.
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The new fonts are looking crisp and amazing!
My Games:
https://itunes.apple.com/us/developer/ethan-sarif-kattan/id825823924
https://play.google.com/store/apps/developer?id=ETG+Ltd.
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@ETGgames Are you beta testing 1.25? How can you tell if the new fonts are looking crisp and amazing ?
Cool ! 1.25 is shaping up to be quite an upgrade in all sorts of little ways !
Could you stick the Rotation bug (above) onto the 1.25 bug list too (I'm not able to do so myself), much appreciated !
I already did. I imagine the issue is related to the radians issue I reported.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
This post made me restart gamesalad to see if the update had happened. No luck.
Vote for Nearest Neighbor Scaling option in gamesalad! Let's make our games look truly stunning!
Cheers !
Actually it predates the Lua change (where rotational values began being read in radians rather than degrees), it's been a bug for a long time, the oldest version of GS I have is 11.11 (august 2014) and it's in that.
Not yet, but a lot of progress is being made daily. The custom fonts are pretty much there and currently looking amazing (even custom made pixel-perfect 8bit fonts).
A few things still need smoothing out, though, so that they work consistently across the board.
That's cool. I was hoping it would come out this past week as I now have two weeks off from work to make games, but I guess it'll probably be another month or so. :-/
Vote for Nearest Neighbor Scaling option in gamesalad! Let's make our games look truly stunning!
Do the text functions in the expression editor work well with custom fonts ? its a silly question but i was just wondering
Yes, the custom fonts work just like the current fonts and display text behaviour.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@ETGgames I also have 1.25 beta but I did not see any rules for custom fonts to display, I just saw a tab to import the font. Is there any purticular rules for it?
Current Projects I am working on: Stupid Duck, Zango's Shark Adventure, AoD: Age of Dragons, Rocket Jump: The Pixel Invaders
Facebook: https://facebook.com/reflectivebytegamestudios
Web: reflectivebyte.com
Import the font you want in to the fonts tab, then just select the font in the display text behavior. Easy as that.
Mental Donkey Games
Website - Facebook - Twitter
@MentalDonkeyGames firstly lol at Mental Donkey Games Name it made me smile thx I will try today...
Current Projects I am working on: Stupid Duck, Zango's Shark Adventure, AoD: Age of Dragons, Rocket Jump: The Pixel Invaders
Facebook: https://facebook.com/reflectivebytegamestudios
Web: reflectivebyte.com
can we change the alpha on the text?
Homepage: freneticgamez.eu/
https://play.google.com/store/apps/developer?id=FreneticGamez
No.
Mental Donkey Games
Website - Facebook - Twitter
Yes you can.
You can change the alpha on text, you've always been able to change the alpha on text.
Maybe he meant if the alpha is dynamically changeable during runtime. That's something I was hoping for with the addition of custom fonts.
Ah ! I see what you mean, yes, in that case MentalDonkeyGames is right.
Here's a trick you can use to dynamically control the opacity of text at runtime:
Set your text opacity to a low value like 2% or 5%, add a Replicate behaviour, set 'Spacing' to 0, you can now control the opacity of your text with the 'Copies' attribute.
Hah, that's smart!
I've never used the replicate behavior, never ever would have thought of that, thanks!
I'm guessing you use the Mac creator? The alpha and custom colors options were removed from the windows creator font options a while ago.
Dwarf Miner
Any Update? I haven't heard a word since early Jan. Would love to be able to publish again. Thanks team.
Two.E
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http://forums.gamesalad.com/discussion/comment/572604/#Comment_572604
http://forums.gamesalad.com/discussion/comment/573460/#Comment_573460
We're still working on bugs. We're getting closer, but there are still a couple of complex issues to go. Believe me, we want to get this out as soon as we can, but it is a large update and we want to be sure we've worked out any showstoppers first.
Thanks - Must have missed the announcement of downsizing GameSalad. I can only assume it has contributed to the delay on the next release. Keep up the good work.
Two.E
GSLearn.com | Templates | Free Demos | Udemy Course
How long will it be until this is released?
I have faith that @GoergeGS is beavering away as fast as he can...
I'd still like to know what @Codewizard meant when he said that "our priorities have shifted" ...which resulted in two of the main engineers working on the software, who the community had a pretty good relationship with, having to leave.
In what way has priorities shifted? Changes in GS business direction don't just have impact at GS towers... they affect thousands of developers using the tool, and can have massive ramifications for other peoples businesses. Past events, and past sudden changes in direction at GameSalad have proven this time and again.
If theres a new strategy in place, surely the paying users deserve to know what it is, so they can have some idea of how its going to affect them?
Even more so, if as a result of this new change in priorities, it meant staff levels working on the tool were suddenly reduced... directly affecting and prolonging the delay in the release of long overdue updates.