I think 0.8.7 is a bit faster in terms of our currently-in-development app's performance. Either that or I have been away from our current project for too long (not much time lately to work on it).
Keep up the good work devs. Now look into those pesky "Otherwise" statements not always firing despite a absolute '50/50' split on the logic (i.e. one of the paths should trigger). Seems to be when they are embeddednested a few layers deep within other rules and/or timers.
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,170
The website has been updated and publishing with past versions has been enabled. This means creators now have the ability to publish with the previous version of the tool for a limited time after a new release.
In this case, users of 0.8.6 will be publishing with the 0.8.6 engine and users of 0.8.7 will be publishing with the 0.8.7 engine.
Since 0.8.7 seems to be going so well, we're only going to leave 0.8.6 up until the beginning of next week (unless a major issue pops up).
This new feature should smooth transition periods during updates which end up breaking or modify previous functionality. We do not intend to keep past builds up permanently, but as a courtesy for members that have tight deadlines.
...but now I'm rather pleased. I'm working on a new game and it's been a sweet experience so far. For example, I only had to restart like 3-4 times. That's pretty good considering I only have 1 GIG of RAM and I've been working for about seven hours. It used to be a restart like every 20 minutes.
The physics feel smooth. It took me a while to figure out where drag and angular drag went. HA HA! I decided not to use it though.
The loading times seem to be better.
I was thinking on taking a month off from GameSalad, to use xcode instead, but GameSalad is a great game development platform. So, I'm working under the assumption that iAds will be available in GameSalad soon.
I'm really glad that you guys have addressed load issues and other big picture issues but I'm really not happy that there is no improvement in the editor. I have to say that working in the game salad editor is one of the worst I've ever used. Granted I work on AAA titles for a living so I may be a little spoiled but this is pretty ridiculous. I know many of these issues are on the forums and it seems like you guys would have at least on programmer dedicated to making the editor better. The fact it is so hard to move a small actor because the scale and rotate handles interfere with selection. If you have a larger scene and move back and forth between editing and actor and the scene it doesn't save your last screen position. No copy and paste of actors in a scene. The editor must have lots of memory leaks because it starts to slow down my mac after about 15 minutes of use.I could go on and on. This editor should be making improvements with every iteration. In its current state it makes working on my game take about 4 times as long to edit as it should. Then there is such a lack of access to things in script. I can't even just toggle collision on an object. I should be able to set an offset on the camera constraint. I had to add an actor to constrain the camera to and that ended up causing a jittery affect. Plus it costly in cpu usage. Why isn't there a flip image option on actors? You should be able to do this in animations as well. It would save a lot of memory for developers. Not sure how this was overlooked.
I'm making progress but it is very frustrating working in game salad.
On the positive side I the action script is very easy to use and the work flow of getting things running on the iphone is fantastic.
Just had a crash. Images and scenes no longer showing up in editor, even though the images are still in the package.
Edited to add, I've reproduced the crash - it came from cutting and pasting two attributes from one actor to another. I can't reproduce the file corruption, however.
ck said: Just had a crash. Images and scenes no longer showing up in editor, even though the images are still in the package.
Edited to add, I've reproduced the crash - it came from cutting and pasting two attributes from one actor to another. I can't reproduce the file corruption, however.
If you still have that corrupted project, can you send it and a non-corrupted version of the project to codemonkey (at) gendaigames (dot) com. Also how are you cutting and pasting two attributes from one actor to another?
@ck: If you want to try something, try this. Close out the GS Editor if it is open. Make a copy of the corrupt .gameproj file. Now view that copy's contents and delete the ".gsuser" file in the root directory of the copy of the corrupt .gameproj file. Now open up that copy .gameproj file in the GS Editor and see if much is "restored".
Comments
Keep up the good work devs. Now look into those pesky "Otherwise" statements not always firing despite a absolute '50/50' split on the logic (i.e. one of the paths should trigger). Seems to be when they are embeddednested a few layers deep within other rules and/or timers.
In this case, users of 0.8.6 will be publishing with the 0.8.6 engine and users of 0.8.7 will be publishing with the 0.8.7 engine.
Since 0.8.7 seems to be going so well, we're only going to leave 0.8.6 up until the beginning of next week (unless a major issue pops up).
This new feature should smooth transition periods during updates which end up breaking or modify previous functionality. We do not intend to keep past builds up permanently, but as a courtesy for members that have tight deadlines.
...but now I'm rather pleased. I'm working on a new game and it's been a sweet experience so far. For example, I only had to restart like 3-4 times. That's pretty good considering I only have 1 GIG of RAM and I've been working for about seven hours. It used to be a restart like every 20 minutes.
The physics feel smooth. It took me a while to figure out where drag and angular drag went. HA HA! I decided not to use it though.
The loading times seem to be better.
I was thinking on taking a month off from GameSalad, to use xcode instead, but GameSalad is a great game development platform. So, I'm working under the assumption that iAds will be available in GameSalad soon.
Gendai Games, awesome work!
The fact it is so hard to move a small actor because the scale and rotate handles interfere with selection. If you have a larger scene and move back and forth between editing and actor and the scene it doesn't save your last screen position. No copy and paste of actors in a scene. The editor must have lots of memory leaks because it starts to slow down my mac after about 15 minutes of use.I could go on and on. This editor should be making improvements with every iteration. In its current state it makes working on my game take about 4 times as long to edit as it should.
Then there is such a lack of access to things in script. I can't even just toggle collision on an object. I should be able to set an offset on the camera constraint. I had to add an actor to constrain the camera to and that ended up causing a jittery affect. Plus it costly in cpu usage. Why isn't there a flip image option on actors? You should be able to do this in animations as well. It would save a lot of memory for developers. Not sure how this was overlooked.
I'm making progress but it is very frustrating working in game salad.
On the positive side I the action script is very easy to use and the work flow of getting things running on the iphone is fantastic.
Please give the editor some love!
Thanks for listening to my Rant.
Edited to add, I've reproduced the crash - it came from cutting and pasting two attributes from one actor to another. I can't reproduce the file corruption, however.
That has worked for me a couple times.