@Lost_Oasis_Games I have put a "<= .28" and a ">= .38" in, instead of just "=" and it seems to work. The problem is the way rules fire, not the interpolate.
@Hopscotch said:
Lost_Oasis_Games I have put a "<= .28" and a ">= .38" in, instead of just "=" and it seems to work. The problem is the way rules fire, not the interpolate.
Agreed, I always use => and <=, it used to work fine with = a few releases back (a year or so), but has always seemed to need => or <= now.
So you used to be able to Interpolate to - for example - 100, then check if value = 100 and carry out an action, but that seemed to stop working, now if you are coming from a lower value (sub 100) you would need to do =>100.
@Hopscotch said:
Lost_Oasis_Games I have put a "<= .28" and a ">= .38" in, instead of just "=" and it seems to work. The problem is the way rules fire, not the interpolate.
Yep that works. Hmmm I tried that earlier but just another gremlin..lol Thanks guys!
@Rainbros said:
Anyone else experience the preview button being grayed out and unclickable occasionally on the previous builds? (not sure about this new version yet.)
Yes it happens often...especially after a crash....I have resorted to opening GS after a crash...make no changes to my project...closing GS or force quit and then re open.
As far as having to log in so much...I work connected to satellite internet to view webpages...search on asset markets and even download....however I cannot use satellite ever to upload and then download to sign a project I ALWAYS get a SSL error....so I have to connect to my phone to publish and of course then every time I have to re sign in due to my session expiring...I don't know that it's expiring I'm just changing IP's because GameSalad itself is still running. I then have to most times close the page...and re upload. So now....I have learned to close GS and save project...connect to phone...open GS and sign in again...upload...but have to sign in to the portal...then Hallaluyah ! I can publish a build...
I tested for few times add hock for in app purchase for apple . the game will freeze most of the times and have to close it and open it again to get it to work .. not sure if some one ( the IAP will eventually works so the coding is fine just it causing freeze in add hock and crash in the GS viewer ) any one experience similar issues?
We've been staying with 13.30 for some time now and wanted to see how things have evolved with recent releases.
One area of concern is the game load times. Modern game engines now load very quickly on mobile devices. In comparison, Gamesalad has always been very slow to load the initial scene and it's been getting worse with each new code release. Now with this latest release, the engine load time has almost doubled:
Using 13.30, the initial engine load takes 17 sec before the first scene is displayed (Which is already pretty bad).
Now with 13.38, the load time is 29 sec.
Please let me know if any of you are seeing similar results.
@Figuromo said:
We've been staying with 13.30 for some time now and wanted to see how things have evolved with recent releases.
One area of concern is the game load times. Modern game engines now load very quickly on mobile devices. In comparison, Gamesalad has always been very slow to load the initial scene and it's been getting worse with each new code release. Now with this latest release, the engine load time has almost doubled:
Using 13.30, the initial engine load takes 17 sec before the first scene is displayed (Which is already pretty bad).
Now with 13.38, the load time is 29 sec.
Sticking with 13.30 for now. Was on 12.20 before. That was a great build.
Just checked my recent game published on 13.30. Loading screen is instant and loads in 7 seconds..... Reasonable. But its a very small game.
@stevej any plans on breaking that 50mb limit on google play I can't deliver content anymore to my 25000 active players which were used to weekly updates with new stuff
@Figuromo said:
We've been staying with 13.30 for some time now and wanted to see how things have evolved with recent releases.
One area of concern is the game load times. Modern game engines now load very quickly on mobile devices. In comparison, Gamesalad has always been very slow to load the initial scene and it's been getting worse with each new code release. Now with this latest release, the engine load time has almost doubled:
Using 13.30, the initial engine load takes 17 sec before the first scene is displayed (Which is already pretty bad).
Now with 13.38, the load time is 29 sec.
Please let me know if any of you are seeing similar results.
@Figuromo I've noticed the same thing too. My loading times have just about doubled as soon as the build with the memory fix was released unfortunately. Is there anything since the 0.13.34 build that might be causing this @GeorgeGS@BlackCloakGS ?
Comments
@Lost_Oasis_Games try wrapping the self.Color.Alpha in a precision function to only use the 2 decimals as your check number:
Rule: When attribute precision( self.Color.Alpha , 2 ) = 0.28
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
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As you can see it jumps and not counting up and down
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Now same code same project on another scene.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I'm having better results wit ease in and out but it still jumps at times.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
@Lost_Oasis_Games I have put a "<= .28" and a ">= .38" in, instead of just "=" and it seems to work. The problem is the way rules fire, not the interpolate.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Agreed, I always use => and <=, it used to work fine with = a few releases back (a year or so), but has always seemed to need => or <= now.
So you used to be able to Interpolate to - for example - 100, then check if value = 100 and carry out an action, but that seemed to stop working, now if you are coming from a lower value (sub 100) you would need to do =>100.
Also, I prefer to use @Socks' witchcraft for things like this.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
You could constrain a sine wave to oscillate between 0.28 and 0.35.
0.315 - 0.035 = 0.28
0.315 +0.035 = 0.35
So . . .
Constrain alpha to 0.035 *sin( game.Time *90)+0.315
Yep that works. Hmmm I tried that earlier but just another gremlin..lol Thanks guys!
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Seem to be getting asked to sign in again every time I change IP address. I think that's what's triggering it anyway!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Same here. Bad part about it is that it does not pre populate the login fields again, making you type email and password each time.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Not a single crash yet! This is a rock solid version!
This release is awesome! Not a single crash, and the creator runs smoother than ever!
Mental Donkey Games
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Disregard and move along, nothing to see here folks.
@QA-Salad Any chance you can take a look (or even acknowledge) this bug I filed 2 months ago and is still present. Bug number 1213
Yes it happens often...especially after a crash....I have resorted to opening GS after a crash...make no changes to my project...closing GS or force quit and then re open.
As far as having to log in so much...I work connected to satellite internet to view webpages...search on asset markets and even download....however I cannot use satellite ever to upload and then download to sign a project I ALWAYS get a SSL error....so I have to connect to my phone to publish and of course then every time I have to re sign in due to my session expiring...I don't know that it's expiring I'm just changing IP's because GameSalad itself is still running. I then have to most times close the page...and re upload. So now....I have learned to close GS and save project...connect to phone...open GS and sign in again...upload...but have to sign in to the portal...then Hallaluyah ! I can publish a build...
Whew !
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
I tested for few times add hock for in app purchase for apple . the game will freeze most of the times and have to close it and open it again to get it to work .. not sure if some one ( the IAP will eventually works so the coding is fine just it causing freeze in add hock and crash in the GS viewer ) any one experience similar issues?
This Version is !@#$% have had heaps of crashes and performance is pretty poor.
Unfortunately I must agree. I found a bug I made a video of. Not only does it crash GS but the app as well during adhoc.
Bugs plat seems to no longer even be a working tool to report the bugs either...the bug reporter...crashes also.
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
We've been staying with 13.30 for some time now and wanted to see how things have evolved with recent releases.
One area of concern is the game load times. Modern game engines now load very quickly on mobile devices. In comparison, Gamesalad has always been very slow to load the initial scene and it's been getting worse with each new code release. Now with this latest release, the engine load time has almost doubled:
Using 13.30, the initial engine load takes 17 sec before the first scene is displayed (Which is already pretty bad).
Now with 13.38, the load time is 29 sec.
Please let me know if any of you are seeing similar results.
Sticking with 13.30 for now. Was on 12.20 before. That was a great build.
Just checked my recent game published on 13.30. Loading screen is instant and loads in 7 seconds..... Reasonable. But its a very small game.
Revmob ad is showing in test mode, but not showing live ad.. Anyone have faced this issue. Apple rejected my app for this.
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@stevej any plans on breaking that 50mb limit on google play I can't deliver content anymore to my 25000 active players which were used to weekly updates with new stuff
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@Figuromo I've noticed the same thing too. My loading times have just about doubled as soon as the build with the memory fix was released unfortunately. Is there anything since the 0.13.34 build that might be causing this @GeorgeGS @BlackCloakGS ?
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Since very few people seem to be experiencing crashes, be sure to submit bug reports explaining what steps you take! Fastest way to get them fixed!
BugSplat doesn't crash, it just auto-reports the crash. If you're seeing it come up, it's doing what it's supposed to.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Ahh. Well then great. I prefer auto reporting but never knew...didn't see we were told it now does that.
Thank you.
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
Thanks for the info @gattoman
@BigDave 25k active users is awesome! I too would love android support for larger (regular) game.
Yes I would like to mention about loading times too. When I change scenes, it takes up to 8-10 seconds to load a simple scene.
is this issue already known?
if you copy paste a set of behaviors into another rule
numeric expressions are reset to 0 this happens for me with tableCellValue()
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