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0.8.2 Not so scary after all!

GamexcbGamexcb Posts: 179Member
edited November -1 in Working with GS (Mac)
There have been many reports of errors and glitches with older games but it is not always a flaw with Gamesalad. Over the past few days like many of you I have been in touch with the Gamesalad team to help fix my issues. I found that older ways to code in gamesalad no longer work and in my case there was a better way to get them to work. In the end after the nightmare my game is working 50% better than it was!
If anyone has a change or code workaround that might help anyone in the GS Community please post!

Comments

  • EastboundEastbound Posts: 1,074Member, BASIC
    I agree, it isn't as bad as it first seemed, I just wish they kept the ability to publish with version .7 and .8+.

    Now my older apps that I wanted to update will probably never see one now, because I am having struggles getting them to work properly again.

    There was no warning or anything, my older applications are just broken now.
  • HugeGraphicsHugeGraphics Posts: 81Member
    Agreed. Nobody's really angry there were bugs, but no warning is ridiculous! Never seen a software updated in that manner, at least not when it's a required update that will render old work useless or inoperable. Give us a week next time, GS!

    We managed to fix all the things in our game pretty quickly, but we don't have old games to repair. What a pain!

    Also agreed that things run more smoothly now. We were struggling for an acceptable frame rate on the 3G, but now we have no issue getting smooth playback on it.
  • scitunesscitunes Posts: 4,047Member, Sous Chef
    I agree with needing advanced notice. I've never understood why things are so hush-hush. I think it would be fine if they said "there will likely be a new update in one week" and if it takes two weeks then we would understand. But to have an idea that a new version is coming and we need to plan accordingly would be nice.
  • quantumsheepquantumsheep Posts: 8,188Member
    Still scary for me, specifically after installing the .82 viewer.

    Some sounds don't work.
    Some 'kill the actor if shields are below so and so' don't work.
    The software itself is prone to more bugs and more crashes.

    The list goes on.

    I think I'll wait for the inevitable .83 update first, as opposed to going through every actor and working around these issues, as 'preserve scene' still needs fixing and who knows what else might change!

    Cheers,

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: http://www.quantum-sheep.com

  • maniraptormaniraptor Posts: 81Member
    It would also be nice if the previous major build were still available for download, at least while bugs are being ironed out.

    I updated to .8.X through the in-app dialogue box, which overwrote the .7 build I had been running. Unfortunately, there is at least one previously-functioning behavior in my game that is now broken. It would be grand to have had .7.X still available so that I could have gone back to one of my previous saves and make the revisions in a stable version if the newest one proved problematic.

    (That bug is a damnable one, as the behavior in question works for the actor instances in other screens. It's the same behavior - scripted to the prototype - but the instances do not act the same in different screens. These actors are unedited instances of the prototype, btw. The bug seems tied to a spawn actor behavior on another actor, spawning a third actor. Should have no effect on the bugged actor, as far as I can tell, but there you go. Hmm.)

    (I'm also getting some odd image rendering. I have a bunch of pngs that should all have a 1-2px dark grey outline, but the outline is showing up as white, instead. This didn't occur in the .7.2 Creator build I was using before. Curious.)
  • firemaplegamesfiremaplegames Posts: 3,206Member
    Just to be sure, delete those instances, and drag out new ones...

    I have had that happen to me on numerous occasions. I don't know if they get cached, or what is happening, but the instances don't get updated, or become corrupt in some way.
  • GamexcbGamexcb Posts: 179Member
    Always back up your before updates!
    I had that issue and I actually was able to make some progress in 0.7.0 but I was not able to publish!
    You can only do so much with being dependent on online servers that only work with the current version.
    I am just happy that we can see the light at the end of the tunnel!
    One more beta and then we have version 1.0!
  • ORBZORBZ Posts: 1,303Member
    I for one will never be publishing web games again because they are not bound tightly to the player version whereas stand alone iPhone and Mac apps are bound tightly to the version they were developed for. So any apps I publish for iPhone and mac I do not have to worry about suddenly breaking because GameSalad puts out a new version, whereas any games that I develop for their web player are constantly fragile because they could be rendered useless by GameSalad putting out a new version at any moment.

    I will develop for the web platform when they make it so that your project can specify a target version and the player version gets embedded into your project so you don't have to worry about your game suddenly stops working.

    Maybe that will happen with 1.0.

    The player should have a check in it that says IF game requires version x and I am version y go download version x and install silently in the background then play the game using version x.
  • JGary321JGary321 Posts: 1,246Member
    I publish web games.... as a 'backup'. If my HD ever crashes viola! Instant recovery =p

    I still save on a separate HD also though.
  • ChaserChaser Posts: 1,453Member
    My scenes load 30% faster and now I can copy rules from my other games and paste them into my new game. Minus pics!
  • TobyToby Posts: 478Member
    So my simple rule that worked fine until V8.+....

    Rule - When actor one collides with actor two = play sound.

    This now needs to change to something like....

    Define a Boolean game.attribute called 'touch'

    On actor one:
    Rule - when actor collides with actor/tag change attribute game.touch to true?
    Rule - If attrribute game.touch is true, play a sound
    Change attribute game.touch to false.
  • ChaserChaser Posts: 1,453Member
    That basic sound rule works for me. Actor recieves event when overlap collides with actor of type
    Play sound
This discussion has been closed.