State of GameSalad on 6-5-2013

CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
Hello! It's that time again... time for another weekly state of GameSalad post. I’m taking a different approach on the format of this message based on your feedback. Let’s see how it goes.

Estimated Stable Build Schedule

We’re still holding off on releasing any new stable builds. More bug fixes and optimizations are in progress in the nightly builds. Head over to the “PRO - Working With GameSalad” forum for more info.

What’s New This Week?

1. We’ve been head’s down fixing bugs and optimizing code this week. We’ve been spending lots of time looking into user games and pinpointing bugs that need fixing and optimizations that need doing. Got a project that runs particularly slow? Feel free to let us know and we’ll take a look!

2. Some pretty impressive Lua optimizations related to loading games took place this week. They’re available in the latest nightly build. Check it out and see how it affects loading in your game.

3. A neat graphics bug that caused the background color in a scene to not show has been fixed. It’s in the latest nightly build.

4. We’re digging in on some interesting problems with fonts. Especially related to fonts like Zapfino. Weird clipping problems. Hope to have this fixed any day now.

5. We have completed a design specification for async multiplayer this week. We’re reviewing it internally. Should be able to start implementation really soon.

6. A new feature has been completed this week: comparing expressions to expressions. You know how you’ve had to copy expressions into attributes and then compare them? No longer! Should be in the nightly build in the next day or so.

7. Some bugs with the ad bar have been fixed. Nothing too useful to you yet, but there it is.

8. We’re making some progress on interviewing and hiring some more top-tier engineering talent. Lining up interviews. Are you a skilled developer or do you know of one in Austin, TX? Send them to http://www.gamesalad.com/jobs
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Comments

  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    edited June 2013
    Great stuff @CodeWizard! Keep it up. :)

    Two things:
    - Could you please provide us with more info on how Async will work, now that you've got it all planned out? It'd be great to know.
    - "A new feature has been completed this week: comparing expressions to expressions." Sorry.. I don't get it? Could you try explaining it again?

    Thanks,
    - Thomas
  • K1dTrunksK1dTrunks PRO Posts: 55
    Awesome! Particularly excited about number 6 (it's about time.) Also, this new State of Gamesalad format is much better. Keep up the good work.
  • SocksSocks London, UK.Member Posts: 12,822
    edited June 2013
    1) Yeah !!
    2) Yeah !!
    3) Yeah !!
    4) Yeah !!
    5) Super Yeah !!
    6) Don't know what this means, but it sounds 'Super Yeah' !!
    7) Meh. :)
    8) Yeah !!

    :)>-

    P.S well done on the emboldening :)
  • BBEnkBBEnk Member Posts: 1,764
    6. A new feature has been completed this week: comparing expressions to expressions. You know how you’ve had to copy expressions into attributes and then compare them? No longer! Should be in the nightly build in the next day or so.

    What? :-S
  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    @SnapFireStudios
    I'm happy to elaborate on how async multiplayer support will work. Will wait until we're really clear on this internally -- after the internal review is done on it. Will see what I can do to give more details next week.

    Comparing expressions to each other means just that. Say you have two expressions that you want to compare. Currently you have to store one side of that comparison in an attribute and then compare that attribute to the other side. This new change will allow you to compare expressions to each other directly.

    Can't wait to get your feedback on how it works out for you!
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    6 - YES! That's gonna save LOADS of time, baby! So happy!

    @Socks - I think @CodeWizard is referring to Tables. Before, you had to use an attribute of the left side of a rule - and then table values on the right. No longer...
  • SocksSocks London, UK.Member Posts: 12,822
    @Braydon_SFX
    @Socks - I think @CodeWizard is referring to Tables. Before, you had to use an attribute of the left side of a rule - and then table values on the right. No longer...

    Yeah !!!

    : )


    (cheers for the explanation)
  • HopscotchHopscotch Member, PRO Posts: 2,782
    :-bd Good going!

    Especially the fact that GS is hiring is comforting and promising news for the future.
  • PBEmpirePBEmpire Member Posts: 676
    Yay!
  • GrapeSodaGamesGrapeSodaGames Member Posts: 93
    Great stuff! Can't wait to make some cool things with multiplayer!
  • SAP_AppsSAP_Apps Member Posts: 77
    Async Multiplayer! I ask and I receive! :) excellent! Can't wait to hear about it.
  • JakeMorJakeMor Member, PRO Posts: 136
    @SnapFireStudios
    It would basically allow for this:

    If (TouchPositionX*2) is equal to (TouchPositionY/3) then -> move

    Instead of:
    Constrain "New Attribute" to (TouchPositionX*2)
    then saying...
    If (New Attribute) is equal to (TouchPositionY/3) then -> move

    my question is, if this takes up less ram than constraining an attribute.
    @CodeWizard
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    @codewizard Any news on the devices not detecting Device Screen size in adhoc builds. Specifically Android?
  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    @tenrdrmer
    Test is working on this now.
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    @CodeWizard - Awesome sauce! I get it now, that'll be really useful. ;)
    - Thomas
  • gotyoursgotyours Member Posts: 246
    Async Multiplayer- Now this is a great step
  • WbokoWboko Tennessee, USAMember, PRO Posts: 621
    @SnapFireStudios
    I'm happy to elaborate on how async multiplayer support will work. Will wait until we're really clear on this internally -- after the internal review is done on it. Will see what I can do to give more details next week.

    Comparing expressions to each other means just that. Say you have two expressions that you want to compare. Currently you have to store one side of that comparison in an attribute and then compare that attribute to the other side. This new change will allow you to compare expressions to each other directly.

    Can't wait to get your feedback on how it works out for you!
    That is AWESOME!!!!
  • BoomshackBarryBoomshackBarry Member Posts: 712
    edited June 2013
    All great news, and I'm much preferring this new post format! It's awesome that you're hiring too, I guess that'll speed up what's already become a very sped-up development cycle even more :D
  • kinzuakinzua Member Posts: 554
    Great stuff in here.
    Just felt that GS has been pumping some hardcore iron.
    Though, i'd ask if you could dish out releases on the basis of improvements.
    For eg. if particle issue has been resolved
    Guess you've encountered that. I'd appreciate if you could dole out a release with minor changes, instead of a release with a huge santa bag.
    Also if there are any issues with the release, it'll be easier to rectify since it won't be carrying a huge load of advancements.
  • WingmanappsWingmanapps Member Posts: 458
    5. OMG OMG OMG OMG!!! need a new set of pants.
  • BoomshackBarryBoomshackBarry Member Posts: 712
    edited June 2013
    5. OMG OMG OMG OMG!!! need a new set of pants.
    If @Wingmanapps is getting new pants I want some too! Can this be added to next weeks post please, I don't think it's asking too much :))
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    All sounds great! Especially 5, 6 and 8.
  • SocksSocks London, UK.Member Posts: 12,822
    . . . Though, i'd ask if you could dish out releases on the basis of improvements.
    For eg. if particle issue has been resolved
    Guess you've encountered that. I'd appreciate if you could dole out a release with minor changes, instead of a release with a huge santa bag.
    Also if there are any issues with the release, it'll be easier to rectify since it won't be carrying a huge load of advancements.
    @kinzua

    That's exactly the function of the nightly builds !
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    @socks yeah I was confused as to why he asked that too..lol
  • HopscotchHopscotch Member, PRO Posts: 2,782
    @Socks and @FryingBaconStudios I think @kinzua has a valid point. The nightly build is fantastic, but it is not for publishing purposes.

    "Pinching off" a few enhancements that have been completed and tested, and bringing out a new release version based on this would be great. Maybe once a month? *bats eyelids and impersonates a puppy*

    Just warning against feature creep :)

    But CodeWizard knows best and everyone in the team has our back.
  • DanielDoeDanielDoe Member Posts: 307
    Has anyone tried NightlyBuild 0.0.0.32? It is awsome!!! Just made tests - video below. 0.10.3 and earlier versions weren't even close to this performance (terrain generated with loop behavior).

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Uh, you can publish with the nightly build too. So I don't know what you're thinking but if everything works good in the nightly build on your game you can publish using it.
  • BBEnkBBEnk Member Posts: 1,764
    0.32 wow thought we was on 0.27 ,lol I'm behind already I've not even upgraded from 0.26.
  • DanielDoeDanielDoe Member Posts: 307
    It's not a game just performance test. In 0.0.0.32 I've managed to spawn more than 1200 actors (with image and some rules inside) without any problems while in 0.10.3 it was crashing my game at the amount of 800.
  • ericzingelerericzingeler Member Posts: 334
    #6 - Thank you lord!
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