@Adrenaline@tmann You can import more than one of the same family, it just take a little bit of a workaround. In short you just edit the metadata of the font. I'll make a tutorial later. Shouldn't be hard for the GS team to implement support (though I have no idea how they implemented it, so who knows).
I have no idea what you mean, so probably not Here's a few of the things that stood out to me:
Ability to see an actor's contents and attributes by just selecting it in a list (not having to navigate into it fully)
Ability to add columns/rows before after other column/rows in tables (staggers me Windows has that and Mac doesn't)
Ability to add tags from the actor panel
Ability to edit position of an actor directly without going into it
Honestly, how easy it is to navigate between actors/scenes/attributes etc. On Mac we have to wait 30 seconds for something to load up, on Windows they don't even need to load it
Ability to add/remove tables so easily
The displaying of the size of the tables on the table list
The huge number of extra zoom options when previewing
Ability to select an image for an actor from a dropdown within that actor
Ditto with tags
In particular, though, these two:
Option to add a timer using the button at teh top of an actor's behaviours, like we can on Mac with Rule and Group.
Ability to add behaviours by typing
I could go on.
Frankly, I feel kinda screwed with the Mac version now... I'm going to try developing using my PC for a bit, see what I end up not liking...
I really want to be able to detach the Backstage panel and drag to a second monitor like I can on the windows version.
I have no idea what you mean, so probably not Here's a few of the things that stood out to me:
Ability to see an actor's contents and attributes by just selecting it in a list (not having to navigate into it fully)
Ability to add columns/rows before after other column/rows in tables (staggers me Windows has that and Mac doesn't)
Ability to add tags from the actor panel
Ability to edit position of an actor directly without going into it
Honestly, how easy it is to navigate between actors/scenes/attributes etc. On Mac we have to wait 30 seconds for something to load up, on Windows they don't even need to load it
Ability to add/remove tables so easily
The displaying of the size of the tables on the table list
The huge number of extra zoom options when previewing
Ability to select an image for an actor from a dropdown within that actor
Ditto with tags
In particular, though, these two:
Option to add a timer using the button at teh top of an actor's behaviours, like we can on Mac with Rule and Group.
Ability to add behaviours by typing
I could go on.
Frankly, I feel kinda screwed with the Mac version now... I'm going to try developing using my PC for a bit, see what I end up not liking...
I really want to be able to detach the Backstage panel and drag to a second monitor like I can on the windows version.
keeping the scene open on one window and diving into an actor in another would be such a process improvement.
@68kStudios said:
The table cell value update/display bug is still there on 1.25, even if it's quite rare.
So, I still can't publish my game.
Put the display text in a loop behavior. just set it to some condition that is always the same. Like height or color.
Actually, I don't think that the bug is on the display behavior, but on table values update.
Example:
1) I have this rule: if you have more than 100 gold, you can press a button to buy something.
2) You get +1 item and -100 gold (values saved on table)
3) Now you have 0 gold, and you can't press the button to buy the item.
Now, on creator it always works. On the device (iOS or Android) 99% of the time works (using 1.25, with 1.24 it only works less than 50% of the time).
And when it doesn't work properly, you can keep buy items and your gold never decreases. When you leave the scene and go back, you may have 10 items and -1000 gold.
If it was only a display text issue, you couldn't keep buy items without gold...
Anyway, with 1.25 it's very hard to reproduce, because it works properly almost always...
Hey guys any update on this? I was having this issue before too..
Hey @Armelline great list for Windows on Mac Attached is a sample project that just crashes constantly when scrolling sideways on a table. It's the most basic thing.
@Hypnorabbit said:
Hey @Armelline great list for Windows on Mac Attached is a sample project that just crashes constantly when scrolling sideways on a table. It's the most basic thing.
Afraid that doesn't crash for me. Must be another variable involved.
Yes I guess Gamesalad doesn't support SP4 or Alienware Alpha's yet @Armelline. It's fine - buying a macbook fixed the problem! All systems go for 1.25.
@Armelline said: @Adrenaline@tmann You can import more than one of the same family, it just take a little bit of a workaround. In short you just edit the metadata of the font. I'll make a tutorial later. Shouldn't be hard for the GS team to implement support (though I have no idea how they implemented it, so who knows).
@Armelline said: @Adrenaline@tmann You can import more than one of the same family, it just take a little bit of a workaround. In short you just edit the metadata of the font. I'll make a tutorial later. Shouldn't be hard for the GS team to implement support (though I have no idea how they implemented it, so who knows).
We missed testing font families. I guess we didn't consider it as gamesalad display text has never supported styles.. Maybe next time you'll join the test group with us.
wrap the rule that checks for available gold, in an "after 0s" timer. Then see if you still get the issue. It may be related to a rare rule locking bug which still needs to be sorted out.
Why? Takes less than 5 minutes, causes no harm. No idea, but seems really pointless to complain about something so easily worked around. Submit a feature request. Did you already do that, or just complain?
Also, they used to do large beta - with the nightly and release candidate builds. The result was people complained about the bugs as if it was release software, didn't submit bug reports, and took up more support time. So perilous or not, the small beta testing team (which was an invitation opened to everyone, just only a small number offered to help), is still better than no beta testers.
wrap the rule that checks for available gold, in an "after 0s" timer. Then see if you still get the issue. It may be related to a rare rule locking bug which still needs to be sorted out.
This the greatest update i've ever seen so far , I can do a lot of things than doing thing manually like the custom fonts. More power to gamesalad.
PS: can somebody link a tutorial how to use them
Now that i've had the new build for a few days im really starting to like it a lot. Custom fonts are such a nice edition! Thanks for your hard work @CodeWizard@GeorgeGS@adent42 and everyone else!
I was able to get some major optimizations in over the weekend and gut out all my "pre-baked" custom fonts among other things and my game is running much much better now. Still looking forward to any tweaks we can get to the animation slowdowns though, as it does happen once in awhile.
PhilipCCEncounter Bay, South AustraliaMemberPosts: 1,390
@Armelline said: @Thorhammer This is my tutorial on how to use multiple fonts from the same family, but it also shows briefly how to use the custom fonts in general:
Thanks, that's terrific and simple. It is hardly any trouble and worthwhile if someone really wants font family variations. If anyone is too lazy to do that they probably shouldn't be using GS anyway!
I'm not sure if it is the update or improvements to my game but in the ad hoc testing my game is running extremely well (very smooth and consistent frame rate) on my iPhone 6.
Has anyone had any issues with the Viewer defaulting to Portrait mode when loading builds? I'm working on a project that's intended for Landscape mode and ever since upgrading to 1.25 & the latest Viewer, whenever I load a build to test, the Viewer seems to start up in portrait mode. I've tested this on my i5s, i6s, and iPad Air2 and it's constant all the way around..
Additionally, I have tweaked the Autorotate functions in Scene tab of the Creator and that does not seem to have any effect..
On a possibly related issue, I'm also seeing issues with Constrains - specifically when constraining the rotation of an actor to another actor. I'm toying with a 2-stick shooter and the "bullets" need to rotate and fire in the direction the player is touching the fire stick (using @Photics Dual Controllers joystick template - https://photics.com/gamesalad-template-dual-controllers/).
When playing in Preview mode, everything is fine, but when loading it to the device (both via Adhoc or Viewer), the bullets are not pointing at the rotation angle nor are they flying in that direction when spawned.. (This is also the case when recycling bullet actors as well)
I've created test-scenes with just the player-ship and the bullets, to remove any conflicts, and the issue is constant..
Anyone else see stuff like this?
-- J
EDIT - I'm pulling these issues out of this thread and starting two new threads, as they are different issues and I dont think we'll solve anything by muddying the waters..
I've been using GS for almost 7 years now, and i think this is the quietest it has ever been after a release... and with a release of this magnitude, that is really saying something.
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
@jonmulcahy said:
I've been using GS for almost 7 years now, and i think this is the quietest it has ever been after a release... and with a release of this magnitude, that is really saying something.
Agreed! Again, fantastic job to the GS team for such an amazing build!
@KnightStar said:
On a possibly related issue, I'm also seeing issues with Constrains - specifically when constraining the rotation of an actor to another actor. I'm toying with a 2-stick shooter and the "bullets" need to rotate and fire in the direction the player is touching the fire stick (using @Photics Dual Controllers joystick template - https://photics.com/gamesalad-template-dual-controllers/).
If the bullets need to rotate to a specific direction then constrain is a very inefficient (processor heavy) way of doing this, constrain is running 60 calculations a second for every bullet, whereas a simple change attribute should do the trick.
Constrain: 5 bullets on screen at once, for 2 seconds = 600 instructions.
Change Att: 5 bullets on screen at once, for 2 seconds = 5 instructions
Or to put it another way, for every bullet on screen, using constrain, once it has been rotated to the correct angle, it is then, 1/60th of a second later, rotated again to the angle it's already at, and this continues every 1/60th of second, changing the value of the rotation attribute from - for example - 25 degrees to 25 degrees !! Over and over again. Hope that makes sense.
@KnightStar said:
When playing in Preview mode, everything is fine, but when loading it to the device (both via Adhoc or Viewer), the bullets are not pointing at the rotation angle nor are they flying in that direction when spawned.. (This is also the case when recycling bullet actors as well)
Hard comment without knowing anything about how the code is set up, but it could be to do with the new order of spawning, with the rotation information not triggering until a code cycle later, but I have no clue what defines the rotation of the actor, whether it's the spawner or the actor itself, or how it's defined, so just a guess really.
@socks is right. You have to watch your layer order now very carefully. You really have to think about when your code is firing and if that info you are after will be there yet. You can no longer get away with misaligned code. Gamesalad corrected and tightened the timing and now it is tight, which is why performance is so good. So now that means timing is critical. You can't have actors X look for actors Y position if actor Y is above them in the layer, as code fires bottom to top in layers. You can use a loop behavior with an iteration of 2 to jump start actors X.
What a fantastic release! Just tested my game on my old Kindle Fire and my S3. Runs like a dream! Earlier versions were near unplayable but now it's almost as smooth as on my iPod Touch 5.
Now the last thing keeping me from releasing on Android is the lack of Google Play Services, hope they'll be added in a future release.
@Hoodloc said:
What a fantastic release! Just tested my game on my old Kindle Fire and my S3. Runs like a dream! Earlier versions were near unplayable but now it's almost as smooth as on my iPod Touch 5.
Now the last thing keeping me from releasing on Android is the lack of Google Play Services, hope they'll be added in a future release.
It's the most requested feature at the moment, so it should be the next big feature they'll add. Ofcourse bug fixing should go before anything else, but the current build seems to be free of big bugs.
Comments
Finally got around to messing with 1.25 and it is an awesome build. Thank you team for all the hard work. I'm very impressed.
@Adrenaline @tmann You can import more than one of the same family, it just take a little bit of a workaround. In short you just edit the metadata of the font. I'll make a tutorial later. Shouldn't be hard for the GS team to implement support (though I have no idea how they implemented it, so who knows).
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Example.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@tmann, @Adrenaline
I see what you mean. Yes it could be handled better, post a bug report.
I would also suggest a workaround, using a font-editor, and doing what @Armelline suggests.
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I really want to be able to detach the Backstage panel and drag to a second monitor like I can on the windows version.
keeping the scene open on one window and diving into an actor in another would be such a process improvement.
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Hey guys any update on this? I was having this issue before too..
Hey @Armelline great list for Windows on Mac Attached is a sample project that just crashes constantly when scrolling sideways on a table. It's the most basic thing.
Afraid that doesn't crash for me. Must be another variable involved.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Those two would make alot of difference in my projects i wish they were available on mac!
Yes I guess Gamesalad doesn't support SP4 or Alienware Alpha's yet @Armelline. It's fine - buying a macbook fixed the problem! All systems go for 1.25.
Yes I know (see previous post http://forums.gamesalad.com/discussion/comment/578502/#Comment_578502 ) just a ludicrous intrinsically bad thing to be doing
We missed testing font families. I guess we didn't consider it as gamesalad display text has never supported styles.. Maybe next time you'll join the test group with us.
Did you submit a bug report?
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Tried it, and it doesn't work...
Why? Takes less than 5 minutes, causes no harm. No idea, but seems really pointless to complain about something so easily worked around. Submit a feature request. Did you already do that, or just complain?
Also, they used to do large beta - with the nightly and release candidate builds. The result was people complained about the bugs as if it was release software, didn't submit bug reports, and took up more support time. So perilous or not, the small beta testing team (which was an invitation opened to everyone, just only a small number offered to help), is still better than no beta testers.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Wrap it in a loop behavior
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This the greatest update i've ever seen so far , I can do a lot of things than doing thing manually like the custom fonts. More power to gamesalad.
PS: can somebody link a tutorial how to use them
Artist/Game Developer / Animator at your service..
@Thorhammer This is my tutorial on how to use multiple fonts from the same family, but it also shows briefly how to use the custom fonts in general:
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Congrats GameSalad team, can't wait to use the new stuff. Keep it coming! Get some rest too.
Now that i've had the new build for a few days im really starting to like it a lot. Custom fonts are such a nice edition! Thanks for your hard work @CodeWizard @GeorgeGS @adent42 and everyone else!
I was able to get some major optimizations in over the weekend and gut out all my "pre-baked" custom fonts among other things and my game is running much much better now. Still looking forward to any tweaks we can get to the animation slowdowns though, as it does happen once in awhile.
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Thanks, that's terrific and simple. It is hardly any trouble and worthwhile if someone really wants font family variations. If anyone is too lazy to do that they probably shouldn't be using GS anyway!
I'm not sure if it is the update or improvements to my game but in the ad hoc testing my game is running extremely well (very smooth and consistent frame rate) on my iPhone 6.
Good to see 1.5 is there. I'm almost done moving/decorating/renovating so will look soon... 'ish
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Has anyone had any issues with the Viewer defaulting to Portrait mode when loading builds? I'm working on a project that's intended for Landscape mode and ever since upgrading to 1.25 & the latest Viewer, whenever I load a build to test, the Viewer seems to start up in portrait mode. I've tested this on my i5s, i6s, and iPad Air2 and it's constant all the way around..
Additionally, I have tweaked the Autorotate functions in Scene tab of the Creator and that does not seem to have any effect..
On a possibly related issue, I'm also seeing issues with Constrains - specifically when constraining the rotation of an actor to another actor. I'm toying with a 2-stick shooter and the "bullets" need to rotate and fire in the direction the player is touching the fire stick (using @Photics Dual Controllers joystick template - https://photics.com/gamesalad-template-dual-controllers/).
When playing in Preview mode, everything is fine, but when loading it to the device (both via Adhoc or Viewer), the bullets are not pointing at the rotation angle nor are they flying in that direction when spawned.. (This is also the case when recycling bullet actors as well)
I've created test-scenes with just the player-ship and the bullets, to remove any conflicts, and the issue is constant..
Anyone else see stuff like this?
-- J
EDIT - I'm pulling these issues out of this thread and starting two new threads, as they are different issues and I dont think we'll solve anything by muddying the waters..
I've been using GS for almost 7 years now, and i think this is the quietest it has ever been after a release... and with a release of this magnitude, that is really saying something.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Agreed! Again, fantastic job to the GS team for such an amazing build!
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If the bullets need to rotate to a specific direction then constrain is a very inefficient (processor heavy) way of doing this, constrain is running 60 calculations a second for every bullet, whereas a simple change attribute should do the trick.
Constrain: 5 bullets on screen at once, for 2 seconds = 600 instructions.
Change Att: 5 bullets on screen at once, for 2 seconds = 5 instructions
Or to put it another way, for every bullet on screen, using constrain, once it has been rotated to the correct angle, it is then, 1/60th of a second later, rotated again to the angle it's already at, and this continues every 1/60th of second, changing the value of the rotation attribute from - for example - 25 degrees to 25 degrees !! Over and over again. Hope that makes sense.
Hard comment without knowing anything about how the code is set up, but it could be to do with the new order of spawning, with the rotation information not triggering until a code cycle later, but I have no clue what defines the rotation of the actor, whether it's the spawner or the actor itself, or how it's defined, so just a guess really.
@socks is right. You have to watch your layer order now very carefully. You really have to think about when your code is firing and if that info you are after will be there yet. You can no longer get away with misaligned code. Gamesalad corrected and tightened the timing and now it is tight, which is why performance is so good. So now that means timing is critical. You can't have actors X look for actors Y position if actor Y is above them in the layer, as code fires bottom to top in layers. You can use a loop behavior with an iteration of 2 to jump start actors X.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
What a fantastic release! Just tested my game on my old Kindle Fire and my S3. Runs like a dream! Earlier versions were near unplayable but now it's almost as smooth as on my iPod Touch 5.
Now the last thing keeping me from releasing on Android is the lack of Google Play Services, hope they'll be added in a future release.
It's the most requested feature at the moment, so it should be the next big feature they'll add. Ofcourse bug fixing should go before anything else, but the current build seems to be free of big bugs.
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