GameSalad 0.9.7 - iOS Keyboard, Device Clock, and Debugger
Yodapollo
Inactive, Chef Emeritus Posts: 447
GameSalad 0.9.7 is here!
In this latest update, we've introduced a number of new features, primarily focused enhancing development for iOS devices. We've opened up access to the iOS keyboard for text input functionality, as well as provided developers with access to the device clock. We've also built the first version of the GameSalad debugger.
iOS keyboard functionality has been a highly requested feature for some time, and it's very exciting that we're finally able to bring it to you. By allowing players to enter in custom text fields, developers can add an incredible amount of replayability and personal enjoyment to their titles.
Access to the device clock has also been highly requested and the sheer amount of options it opens up to developers made it an easy choice to integrate. Now, developers can build time specific unlockables and events, or even create day and night cycles within their games.
The final major feature introduced into 0.9.7 is the new debugger. Now, when developers playtest their game, they get a small window that tracks Game Attributes, allowing them to better detect and diagnose issues within their game before publishing. From this window, creators can immediately tell is boolean switches are being triggered, or if certain attributes are constraining properly.
In addition to the new features, GameSalad 0.9.7 also makes significant strides in our push toward 1.0 by eliminating a number of outstanding issues and bugs. Among the fixes are issues relating to crashes on iOS devices running 3.x versions of the iOS operating system as well as audio issues relating to Game Center integration.
For a full list of fixes and features, please check out the full Release Notes.
Helpful Links:
In this latest update, we've introduced a number of new features, primarily focused enhancing development for iOS devices. We've opened up access to the iOS keyboard for text input functionality, as well as provided developers with access to the device clock. We've also built the first version of the GameSalad debugger.
iOS keyboard functionality has been a highly requested feature for some time, and it's very exciting that we're finally able to bring it to you. By allowing players to enter in custom text fields, developers can add an incredible amount of replayability and personal enjoyment to their titles.
Access to the device clock has also been highly requested and the sheer amount of options it opens up to developers made it an easy choice to integrate. Now, developers can build time specific unlockables and events, or even create day and night cycles within their games.
The final major feature introduced into 0.9.7 is the new debugger. Now, when developers playtest their game, they get a small window that tracks Game Attributes, allowing them to better detect and diagnose issues within their game before publishing. From this window, creators can immediately tell is boolean switches are being triggered, or if certain attributes are constraining properly.
In addition to the new features, GameSalad 0.9.7 also makes significant strides in our push toward 1.0 by eliminating a number of outstanding issues and bugs. Among the fixes are issues relating to crashes on iOS devices running 3.x versions of the iOS operating system as well as audio issues relating to Game Center integration.
For a full list of fixes and features, please check out the full Release Notes.
Helpful Links:
Download GameSalad 0.9.7 Creator
Download GameSalad 0.9.7 Viewer
Read the Release Notes
Tutorial on iOS Keyboard Functionality
Tutorial on Device Clock Access
Discuss GameSalad 0.9.7
Comments
YAY!!!!!! 'bout time!
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If I planted a tomato on December 10, 2011 as 12pm, and that data is saved... what happens if I return to the game a month later? If I'm just checking for the hour, and I return at 12pm, it's like nothing happened. If I just checked for the day, again... it's the 10th. It's as if nothing happened. If I check the month, it's now January... is the game going to be confused? Is it going to think that I went back in time?
I realize that GameSalad wants to protect developers from scary coding, but this approach actually creates more work. A single time attribute would be better for game development. This isn't useful because it doesn't continuously update. Simply using Display Text is actually easier.
Is everything OK over there? This was a long wait for just three minor additions. And of the two that I tested, they could have been done better.
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As im sure you and every other member of this forum is aware ... Photics is NEVER happy, about any new feature, anything implemented at all, its always neggy! Photics, i think you need a hug, a role model or some !@#$%!
Anyway... the device clock attributes can do what I think it should do. I just have to write a formula for converting the human-readable information into a Unix Time Stamp. Then once I have that formula, I can just cut-and-paste whenever I need it. Maybe I'll post an article about this on my site later today.
great update by the way!!
I don't like being the Piers Morgan of the GameSalad community, but this is how I see it. The Summer is almost over. GameSalad is supposed to be leaving beta, so I thought that we'd be seeing a lot more impressive updates by now.
Cheers,
-Matt
Keep up the good work GS staff!
Thanks,
Giacomo.
Wow!
I started working on a formula to convert the clock attributes into a unix timestamp. It's complicated. There are things like leap years... and leap seconds... to worry about. Instead of going back to 1/1/1970, it might be easier to just use the time that the player started playing.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
While typing this post, I checked for a current unix timestamp. It was 1154899033. That's 1,154,899,033... over a billion seconds! GameSalad... it doesn't like numbers so high.
If you enter 1000000000 into the expression editor of a display text, the result will be...
1e+09
What does that mean exactly? Well... I played with the debugger to better understand what was going on...
Log(Actor: Actor 1): 10
Log(Actor: Actor 1): 100
Log(Actor: Actor 1): 1000
Log(Actor: Actor 1): 10000
Log(Actor: Actor 1): 100000
Log(Actor: Actor 1): 1000000
Log(Actor: Actor 1): 10000000
Log(Actor: Actor 1): 100000000
Log(Actor: Actor 1): 1000000000
Log(Actor: Actor 1): 10000000000
Log(Actor: Actor 1): 99999997952
Log(Actor: Actor 1): 999999995904
Log(Actor: Actor 1): 9999999827968
Log(Actor: Actor 1): 100000000376832
Log(Actor: Actor 1): 999999986991104
Log(Actor: Actor 1): 10000000272564224
Log(Actor: Actor 1): 99999998430674944
Log(Actor: Actor 1): 999999984306749440
Log(Actor: Actor 1): 9999999980506447872
Log(Actor: Actor 1): 100000002004087734272
Log(Actor: Actor 1): 1000000020040877342720
Log(Actor: Actor 1): 9999999778196308361216
Log(Actor: Actor 1): 99999997781963083612160
Log(Actor: Actor 1): 1000000013848427855085568
Log(Actor: Actor 1): 9999999562023526247432192
Log(Actor: Actor 1): 100000002537764290115403776
Log(Actor: Actor 1): 999999988484154753734934528
Log(Actor: Actor 1): 9999999442119689768320106496
Log(Actor: Actor 1): 100000001504746621987668885504
Log(Actor: Actor 1): 1000000015047466219876688855040
Log(Actor: Actor 1): 9999999848243207295109594873856
Log(Actor: Actor 1): 100000003318135351409612647563264
Log(Actor: Actor 1): 999999994495727286427992885035008
Log(Actor: Actor 1): 9999999790214767953607394487959552
Log(Actor: Actor 1): 100000004091847875962975319375216640
Log(Actor: Actor 1): 999999961690316245365415600208216064
Log(Actor: Actor 1): 9999999933815812510711506376257961984
Log(Actor: Actor 1): 99999996802856924650656260769173209088
Log(Actor: Actor 1): inf
Each row is supposed to be 10 times the one before it. GameSalad gets confused with a hundred billion. Perhaps the unix timestamp wasn't included because it's such a large number.
If I make a farming game, I'll have to be creative in figuring out when plants decay or are ready for harvesting.