State of GameSalad on 3-5-2014
CodeWizard
Inactive, Chef Emeritus Posts: 1,143
Not too terribly much to report this week. We just released the release candidate for 0.11.0.
Check out the details here: http://forums.gamesalad.com/discussion/65354/release-candidate-0-11-0-1-is-available
This is the at-a-glance bug list for 0.11.0. There are a handful of issues to resolve but it's looking good. Please be sure to download and try out 0.11.0. That'll help us get more bugs resolved before we push this to "stable."
Thanks!
Check out the details here: http://forums.gamesalad.com/discussion/65354/release-candidate-0-11-0-1-is-available
This is the at-a-glance bug list for 0.11.0. There are a handful of issues to resolve but it's looking good. Please be sure to download and try out 0.11.0. That'll help us get more bugs resolved before we push this to "stable."
Thanks!
Comments
I just updated again to 0244, and it's still there.
Is this a known bug? Will it be fixed soon?
:-O
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Super work all!
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http://forums.gamesalad.com/discussion/63900/windows-nightly-build-preview#latest
Pro members can download the Windows Nightly version under http://gamesalad.com/download/releases
Other than that, there is also a complete redesign of the interface in the pipeline that will apply to both Windows and Mac.
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Thanks for your suggestions @SingleSparq
It happens to my vehicle actor, and to my projectiles actor, as well as some others. But not to other things in the game (as you can see by the screenshot).
It confounds me, and has done for several months. I've reported the bug some time ago, and hoped it would be fixed in following releases, but it hasn't.
My vehicle images and projectile images were made and named the same way I make all my assets.
If I load the project into older versions of Game Salad such as Nightly Build 0099 or major release 0.10.4, it works fine.
If I load the project into the newer versions of Game Salad such as Nightly Build 0244, or major release 0.10.4.1, these actors show up tinted white.
So I have to stick with 0.10.4, but sadly the stuttering sound bug is still in that older version, and the soundfx (but not music) drops out entirely after playing for a while.
So I'm stuck with having to pick a lesser of evils, with none of my Game Salad options providing an actual build I can release to the public.
I know we are always like android advertsiing blah blah blah and asking for a bunch of stuff. Just wondering since we have revmob in the works if there was any plan to use there banner ads as well.
+1
I'd love to see banner ads implemented on Android, ideally with AdMob, but RevMob will do as a start.
I find interstitials can break up the whole experience and can become more of an annoyance to users, by creating that 'pause' moment in the game, which can easily be avoided by using banners instead.
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have you read the posts from GS about the new image handling system they are using in the nightlies?
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I saw mention of that, and to be honest, didn't understand what the hell it meant.
And so, feel none the wiser about how to deal with the problem that has arisen in my project.
Excited about all the progress just will be more excited for a window release!
@CodeWizard can't wait for the release. Can you please tell us what version of Amazon GameCircle is integrated with GS?
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Can anyone explain the alpha/transparency fix?
You have to add <(pure-alpha)> (without <>) to the filename of the images which you want to have an alpha value lower than 1. If your image is named <cloud.png>, change that name to <cloud(pure-alpha).png>.
But this doesn't help all that much. Every actor containing a (pure-alpha)-image will replace transparency inside that image with white if its alpha is set to 1. Which ultimately means that you can't interpolate the alpha value of a (pure-alpha)-actor to 1 or the alpha value of a normal actor to anything lower than 1 because either way it will look bad.
I'm almost done with a game so sticking with what works (.221 right now!) but just wanted to say thanks for trying this out.
Even feedback saying 'it doesn't help much' is useful to the GS team I'm sure
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What I don't get is how they've managed to cock up alpha transparencies in the first place. They were working fine... So why break them, and then require some half baked renaming system to try fix it?
Was it done as part of some new image optimisation system for the engine? Just seems like a strange thing to break... If it previously worked fine...
@Chunkypixels I remember reading somewhere they have changed the image system so we can use sprite sheets. It has been awhile since I read it so don't quote me one it. Maybe @CodeWizard could give us another update on where they are at or better still start a thread.
My images in general are pretty poor now days when viewed on my iPad 1. They are a little ragged around the edges not crisp and clear like they used to be. They look a lot better in Preview than they do on the iPad. I have Resolution Independence unchecked and tried images twice and four times the actors size. It does look a tiny bit better than checking Resolution Independence but not much.
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