Creator 1.24 is now available for Mac and Windows. Custom Collision Shapes!

QASaladQASalad Inactive, Chef Emeritus Posts: 142
edited November 2015 in GameSalad Kitchen

Creator 1.24

Features:

Mac Creator 1.24.35 Fixes:

  • Fixed a crash with copy and pasting actors and scenes

Windows Creator 1.24.5800.20800 Fixes:

  • Fixed Audio preview not working

  • Native preview graphics requirements have been relaxed. This should allow it to run on lower end hardware.

  • Fixed a bug that caused actor selection / manipulation to crash after reverting certain instance attributes to prototype.

Engine 1.24 Fixes:

  • Fixed iOS Viewer crashing on second play

  • Updated Box2D to 2.3.2 for Custom Collision support and to fix a physics crash with certain projects

  • Optimization pass done on changing scenes. You should notice scene changes being faster than before.

  • Images should not load / unload as often as before when changing scenes.

  • Fixed a bug that caused images to be loaded multiple times when using ChangeImage with some image names.

  • Fixed textLength expression function to support foreign characters properly.

  • General optimization pass on expressions. They should load and execute faster than before.

Known Issues:

  • Android performance has suffered a bit. We are looking into the issue and will try to have a fix out as soon as possible.
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Comments

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2015

    Custom Collision shapes are now available in Creator

    Yes !

    Optimization pass done on changing scenes. You should notice scene changes being faster than before.

    Yes !

    Images should not load / unload as often as before when changing scenes.

    Yes !

    General optimization pass on expressions. They should load and execute faster than before.

    Yessss!

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2015

    Weirdness:

    Ignore . . . more testing to do . . .

  • HopscotchHopscotch Member, PRO Posts: 2,782

    Hmm @Socks, mine work, did you fiddle with the anchor point?

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2015

    @Hopscotch said:
    Hmm @Socks, mine work, did you fiddle with the anchor point?

    No nothing, just simple untampered actors, I removed my post as I am getting inconsistent results, new project, now an actor with CC now just goes through a collision object - ignore me until I have worked out the specific issue. :)

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Can't wait to test this out tommorow!

  • RabidParrotRabidParrot Formally RabidParrot. Member Posts: 956

    Awesome! Glad to see the new feature!

  • ArmellineArmelline Member, PRO Posts: 5,397

    I'm finding that some actors get stuck in others after incorrectly overlapping, and that sometimes the collision are will randomly shrink.

    Exciting possibilities though!

  • SocksSocks London, UK.Member Posts: 12,822

    @Armelline said:
    I'm finding that some actors get stuck in others after incorrectly overlapping, and that sometimes the collision are will randomly shrink.

    Exciting possibilities though!

    I can't get anything work, but I'm trying ! :) Maybe it's my OS (10.9.5) ?

  • HopscotchHopscotch Member, PRO Posts: 2,782
    edited November 2015

    @stevej, @QASalad what does Center of Mass in Creator do?

    At the moment it seems to give an actor an initial linear velocity, with X and Y coords swapped.

    e.g. a center of mass of X=-100,Y=0 and scene gravity, will start the actor off traveling up (positive Y direction) until gravity takes over.

    UPDATE:

    Seems to be related to the rotation of the actor, in some way. Does not correlate to its actual rotation or whatever "Relative to" is set to. But it displays this strange behavior consistently if an Angular Velocity is set.

  • HopscotchHopscotch Member, PRO Posts: 2,782
    edited November 2015

    @Socks, are you using PhysicsEditor? And did you download the updated exporter?

    http://help.gamesalad.com/gamesalad-cookbook/7-using-pro-features/custom-collision-shapes-2/

    @stevej said:
    If you are using PhysicsEditor with the exporter plugin linked on the custom collision help page, please redownload the plugin and recreate your shapes. We've added some data to the JSON file that lets you use non-square objects in PhysicsBodyEditor.

  • SocksSocks London, UK.Member Posts: 12,822

    @Hopscotch said:
    @Socks, are you using PhysicsEditor? And did you download the updated exporter?

    No, I am using Physics Body Editor . . . . do you think that might be the issue ?

  • ArmellineArmelline Member, PRO Posts: 5,397

    @Socks said:
    No, I am using Physics Body Editor . . . . do you think that might be the issue ?

    I have successfully tested both, so I don't think it's that specifically.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    WOW! Can't wait to try this tomorrow!

  • app_sauceapp_sauce Member, PRO Posts: 206

    Always good to see major additions! Very excited for this feature.

  • HopscotchHopscotch Member, PRO Posts: 2,782
    edited November 2015

    @Armelline yes the interlocking actors happens a lot. Not good. Density does not help.

    Great thing is, they then actually behave physically correct, as linked objects. Hold onto one, and the pair will swing and rotate according to the joined center of mass. :)

    UPDATE

    This only happens on concave objects.

    Is it maybe a b2Shape / b2Polygone problem @stevej, @dgackey ?

  • ArmellineArmelline Member, PRO Posts: 5,397

    textSubString appears to be broken. Bug report incoming.

  • SocksSocks London, UK.Member Posts: 12,822

    @Armelline said:

    @Socks said:
    No, I am using Physics Body Editor . . . . do you think that might be the issue ?

    I have successfully tested both, so I don't think it's that specifically.

    Maybe it's my OS (10.9.5) ? No success as yet.

  • ArmellineArmelline Member, PRO Posts: 5,397

    @Socks said:
    Maybe it's my OS (10.9.5) ? No success as yet.

    No idea there, sorry :(

  • SocksSocks London, UK.Member Posts: 12,822

    @Armelline said:

    @Socks said:
    Maybe it's my OS (10.9.5) ? No success as yet.

    No idea there, sorry :(

    Cheers regardless, I'll take another look at it tomorrow.

  • FrantoFranto Member Posts: 779

    Awesome! Gonna try it out now, can't wait to use custom collisions.

  • ArmellineArmelline Member, PRO Posts: 5,397
    edited November 2015

    Presumably this is already known, but custom collisions do not function in HTML5.

  • owen_dennisowen_dennis Just a guy, you know. Member, PRO Posts: 236
    edited November 2015

    Some of my behaviors are acting a little wonky. I have an attribute set up so that when game.startgame is true, accelerate to self.maxspeed. I have some controls that change the rotation of the car as well by referencing that same max speed. They now don't accelerate until I press one of the controls. Obviously this is hard to explain, but it's definitely changing some behaviors in some very simple logic that I have that were working fine before. I haven't changed collision shapes or anything like that.

    I'm also finding some things just aren't colliding with each other in general (with the collide behavior), even though they did before. Again, haven't used any custom collision shapes yet.

  • GeorgeGSGeorgeGS Member, PRO Posts: 478

    @Armelline said:
    textSubString appears to be broken. Bug report incoming.

    We optimized it so much it completely disappeared! I turned the dial back just a little so it's back again. Thanks for the example project. :)

  • kirafukirafu Member, PRO Posts: 314
    edited November 2015

    @owen_dennis The same problem for me,
    There are too many bug,
    my game Roll Turtle control style is fail in this version,
    I went back to 1.23 work,
    and publish with 0.13.33.

    I fear updates, it will destroy my game.

  • RabidParrotRabidParrot Formally RabidParrot. Member Posts: 956

    @Armelline said:

    @Socks said:
    No, I am using Physics Body Editor . . . . do you think that might be the issue ?

    I have successfully tested both, so I don't think it's that specifically.

    Do you recommend one over the other?

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    Awesome stuff!
    But i'm a little afraid to update based on the comments. I will wait a little more and see what kind of problems people are having...

  • mshuraih mshuraih Member, PRO Posts: 179

    NICE WORK GS TEAM!!!

  • silvereaglessilvereagles Member, PRO Posts: 3

    I agree Kirafu, this updates totally ruins my game. Too many problems of collide, everything become delay and wrong motion. I sugges that dont update until all bugs are repaired

  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,223

    @Hopscotch center of mass basically changes the rotation point of an actor. Note that this update also includes updates to Box2D, so if you are having problems with your game, send us the portfolio link to your projects via the help system so we can look into it. If it's something specific and reproducible, put in a bug. If they game just seems off, just make sure to include that info in your requests.

  • teamdklteamdkl Member Posts: 12

    GameSalad Team!! Please do more testing! Looks like game play is now broken.

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