After eagerly downloading GS 0.9.7 I can report that the issues which were introduced into my game in 0.9.6 are STILL THERE.
However I can report that from using the debugger, it seems to be a problem which I cannot fix.
Here is the issue
I set a global variable, which is picked up within a condition in another actor. This triggers most of the time, but sometimes it does not, which breaks my game. I put a log debug command in to check the variable was being set - it was being set. I also put another log debug variable within the condition, so that I could test it was being triggered. Most of the time, when the condition triggered, it logged the correct debug information. When the bug occured, the condition was not being triggered, even though the variable was being correctly set.
I am a loss about this now. I have been working full time on this project for 5 months now, but have not been able to progress for the last 3 weeks due to this issue (and other issues that I suspect are related, but I have yet to investigate them with the debugger).
For me at lest, this is turning out to be a terribly costly situation. I can ill afford a week out, never mind a couple of months, and I suspect it will be several weeks before a fix is issued. I did notice on one of the posts about GameSalad 0.9.6 that both timers and attributes were 'broken'. I saw no mention of a fix to these issues in the release notes.
Apologies if this is posted in the wrong place, I just hope it reaches the right people.
They may seem like small features, but these are great features that just continue to make GameSalad that much better. So many cool things can be done with these features.
gyroscope said: Hi Photics; and you're surprised? ;-)
I wasn't sure if it was just confused, or just didn't want to display such a large number. With the debugger, I could actually see what was going on... so maybe it's not such a minor feature. HA!
I guess this means GameSalad isn't ideal software for any games related to the national debt... http://www.usdebtclock.org/ ...HA HA!
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
ram usage has increased on both iPhone and iPad,iPad has gone up from 70mb to 104mb with change scene speed increase,and iPhone has gone up from 70mb to 85mb with no change scene speed increase.also its still not dumping memory in-between scenes
gamedivisionuk said: ram usage has increased on both iPhone and iPad,iPad has gone up from 70mb to 104mb with change scene speed increase,and iPhone has gone up from 70mb to 85mb with no change scene speed increase.also its still not dumping memory in-between scenes
Same here , it seems like every "Change scene" is adding 2-5 MB to the 'Game engine' RAM , AND its adding 0.5mb every 30 sec even if you dont touch anything.. Is this real? or is it a viewer bug? Roy.
Awesome iOS keyboard and system time. Debugger sounds cool, can't wait to try. Now a little constructive criticism. In the release notes they say they fixed an bug causing crashes when copying scenes from one project to another. But then they note that they fixed it by removing the feature. That is not really fixing the bug. That would be like saying they fixed the sound/gamecenter bug by removing the gamecenter feature. Kinda ridiculous to claim a bug fix if all you did was remove a feature that was causing the bug and if you did not use that feature no bug was present. Anyway, maybe I read the release notes wrong. But that's what it looked like they were saying to me.
Again, awesome on the other enhancements. Now looking forward to updated roadmap as there is no longer an excuse for not getting it out.
How would I use SystemTime with a Text Display? I tried making an attribute called 'Year', then constraining that attribute to "game.clock.Year", but when I preview it it only displays a 0. Seems I have created a time machine.
I agree with Photics. This update is pathetic. Unless there is something really good coming, the wait was not worth it. If there is something coming then GS didn't keep their promise to keep us informed. Whatever way you look at it, it is unimpressive. I'm starting to think, I won't keep my Pro membership.
What I cannot understand is why many people (in general) keep complaining about GameSalad every time an update comes out, expecting everything to be released at their demand. There are a lot of features to come, but so far I believe they have made an amazing piece of software that allows everyone to avoid actual coding! As others have stated, to create software that allows users to drag and drop SO EASILY requires a lot of time and effort.
Simple - If your not happy, learn Cocos2d or Lua... or try and make something better that GameSalad!
I love it when an update comes out. Whether the update is big or small, all good things take time!
Thanks for implementing these key features GameSalad, much appreciated. Being a programmer myself, I know how hard it is for you all to do what you do, and I just thought I would say thanks. I'll be downloading the update here shortly. Can't wait to see what you all have done! Again, great job on another step closer to 1.0. Keep up the good work!
i found out about this a while ago... is there anyway around this? how do those numbers came about? (when it starts to appear to be random numbers... )
Photics said: Wow... so adding clock attributes is not such a trivial task. Here's what I found out...
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.
Has anyone else upgraded from 0.9.6 to 0.9.7 and noticed an increased total memory usage reported in gs viewer? a particular scene in my game which I use for benchmarking went from an average of 34mb in 0.9.6 to 52mb in 0.9.7 (which crashes the ipod 2g). HELP!
marcgreiff said: Has anyone else upgraded from 0.9.6 to 0.9.7 and noticed an increased total memory usage reported in gs viewer? a particular scene in my game which I use for benchmarking went from an average of 34mb in 0.9.6 to 52mb in 0.9.7 (which crashes the ipod 2g). HELP!
I have read that on another post! Haven't Test it, but I find this Terrible, hope this gets fixed soon.
Btw, PLEASE Gamesalad Team! I need In App Purchase!
the keyboard work-around doesn't seem like a good solution. i mean pulling up another screen just for text entry.. defys the purpose of using the build in keyboard...
There is an unquestionable memory increase and has grinned my project to a halt. If anyone one out there knows how to revert a project that was originally created in 0.9.6, then saved in 0.9.7, back to 0.9.6 please let me know (marcgreiffdev@gmail.com). Any help, from the dev team or gs community would be greatly appreciated. I am on a tight deadline for this particular project.
The update is nice , however the new memory issue is a big party popper , i don't understand how this build went trough QA , i mean.. don't they see it?! So whats now GS? we need to wait another full month until the next build or you gonna release a patch ? We need an ANSWER cause many of us were holding the release of our games since july because of the music bugs in 0.96 , (witch now seems like heaven) , and now we cant release it cause the games crashes after 10 min due to the memory increment !
Please give us an answer , please don't cut communication for another week and then say "we look into it" , we have been patient for too long .
Comments
Now to sit back and wait for all the complaint threads about how IAP wasn't implemented.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
However I can report that from using the debugger, it seems to be a problem which I cannot fix.
Here is the issue
I set a global variable, which is picked up within a condition in another actor. This triggers most of the time, but sometimes it does not, which breaks my game. I put a log debug command in to check the variable was being set - it was being set. I also put another log debug variable within the condition, so that I could test it was being triggered. Most of the time, when the condition triggered, it logged the correct debug information. When the bug occured, the condition was not being triggered, even though the variable was being correctly set.
I am a loss about this now. I have been working full time on this project for 5 months now, but have not been able to progress for the last 3 weeks due to this issue (and other issues that I suspect are related, but I have yet to investigate them with the debugger).
For me at lest, this is turning out to be a terribly costly situation. I can ill afford a week out, never mind a couple of months, and I suspect it will be several weeks before a fix is issued. I did notice on one of the posts about GameSalad 0.9.6 that both timers and attributes were 'broken'. I saw no mention of a fix to these issues in the release notes.
Apologies if this is posted in the wrong place, I just hope it reaches the right people.
I guess this means GameSalad isn't ideal software for any games related to the national debt... http://www.usdebtclock.org/ ...HA HA!
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
with change scene speed increase,and iPhone has gone up from 70mb to 85mb with no change scene speed increase.also its still not dumping memory in-between scenes
Is this real? or is it a viewer bug?
Roy.
But Im not that happy, But I Really wanted In App Purchase and GameCenter Achievements.
Cheers.
Again, awesome on the other enhancements. Now looking forward to updated roadmap as there is no longer an excuse for not getting it out.
:^)
....
Not that I am of course.
One of the best update since I use gamesalad
One question, I hate when player change there Idevice time, they can cheat in that way
Not sure if its worth updating my last app as performance doesn't seem much different and ram usage has increased.
Simple - If your not happy, learn Cocos2d or Lua... or try and make something better that GameSalad!
I love it when an update comes out. Whether the update is big or small, all good things take time!
Keep up the great work GameSalad!
Just sayin,
K
I understand how hard it is to add these features. But we really need IAP. I love the clock feature though.
EDIT: Got it working... Just screwy with Xcode - probably since I'm running the beta.. whoops! Thanks.
Just wanted to see if anyone else was having issues with GSViewer .9.7...
I'm getting one of two errors - Could not resolve device address or Update required.
Yes.. I have download the newest GSViewer.. I've removed the old version from my iPhone and compiled this new version in Xcode.
So, anyone else having issues?? Anyone find a fix for it? I'll keep playing around.
- Alex
Btw, PLEASE Gamesalad Team! I need In App Purchase!
Cheers.
Thanks in advanced
So whats now GS? we need to wait another full month until the next build or you gonna release a patch ?
We need an ANSWER cause many of us were holding the release of our games since july because of the music bugs in 0.96 , (witch now seems like heaven) , and now we cant release it cause the games crashes after 10 min due to the memory increment !
Please give us an answer , please don't cut communication for another week and then say "we look into it" , we have been patient for too long .
Roy.