Is there a workaround for the save/load bug?

steve86steve86 Member Posts: 806
edited November -1 in Working with GS (Mac)
Hey guys.

After almost 3 months my game is finally finished. The only problem is the second I place some save/load attributes behaviors it starts to act funny. This is due because of the know bug. My question is it here a workaround or something I can do to save attributes to persistent memory right now so I can send my game for approval or if there is no workaround, do we know at least for a fact that 9.8 is going to fix that bug?

Thank you for your help

Steve.

Comments

  • arcticsunrisearcticsunrise Member Posts: 159
    i havent actually used it on my forthcoming game for two reasons - one is the game is only 9 levels and its so quick you can easily razz through it - secondly because of the bug!!!

    Hopefully itll be fixed in a future release
  • steve86steve86 Member Posts: 806
    I'm pretty sure they are going to fix it this coming release.. We really cant publish any game with more then 10-20 levels with this bug, or any game that saves a highscore. Hope they stay on track for this weeks release.

    So there is no workaround then?
  • arcticsunrisearcticsunrise Member Posts: 159
    steve86 said:
    I'm pretty sure they are going to fix it this coming release.. We really cant publish any game with more then 10-20 levels with this bug, or any game that saves a highscore. Hope they stay on track for this weeks release.

    So there is no workaround then?

    no that i know of im afraid - sorry - im only 6 weeks in to GS (many years with programming and a few in games dev but cant figure a workaround myself)
  • azimpactazimpact Member Posts: 112
    What save/load bug are you talking about.

    My games use the save/load attributes and work just fine for holding high scores and cleared levels.

    My latest game saves the high score and displays it on the opening screen when the game is fired up. Works on all devices so far.
  • steve86steve86 Member Posts: 806
    azimpact said:
    What save/load bug are you talking about.

    My games use the save/load attributes and work just fine for holding high scores and cleared levels.

    My latest game saves the high score and displays it on the opening screen when the game is fired up. Works on all devices so far.

    Sometimes when you save lots of attributes for like # of stars the player got in each of the 80 levels or how much time the player took to complete a level.. The attributes does not save correctly. When you only save a few attributes it seems to work fine. Not when you save more than 30-40
  • azimpactazimpact Member Posts: 112
    Luckily, I haven't ran into that.

    My game here http://itunes.apple.com/us/app/furball-fever/id461182139?ls=1&mt=8

    saves more than 80 attributes over the course of the game and they all work and load fine. It's saving 45 alone to run the unlock sequence for the levels.

    Good thing I didn't put more levels in!!!!
  • steve86steve86 Member Posts: 806
    may I ask what version of the GS creator you used to make it? Did you use 9.7?

    ps: thats a fun looking game, congrats
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    yeah definitely sounds like user error and not a bug

    me and others have no problems saving hundreds of attributes
  • sebmacflysebmacfly Member Posts: 1,018
    JohnPapiomitis said:
    yeah definitely sounds like user error and not a bug

    me and others have no problems saving hundreds of attributes

    John, i'm having the same problem, i contacted the support, they said to me that this is a BUG...
    Supoort said that this issue will be adressed as soon as possible.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    sebmacfly said:
    John, i'm having the same problem, i contacted the support, they said to me that this is a BUG...
    Supoort said that this issue will be adressed as soon as possible.

    thats really weird, never heard of it before.
  • sebmacflysebmacfly Member Posts: 1,018
    JohnPapiomitis said:
    thats really weird, never heard of it before.

    See the Lauren yellow post ;)
    I started a topic too, 1 month ago...
    It's absolutely not a user problem.

    http://gamesalad.com/forums/topic.php?id=31099#post-230026

    A lot of gamesaladers are having this trouble

    Cheers!
  • steve86steve86 Member Posts: 806
    Yes, I've done many games before and I used the same logic for saving attributes that I have used in the past and I'm 100% sure the logic works.

    I also contacted GS and they told me it was a known issue and it is going to address soon. But they didn't specify if the fix is coming in 9.8 or if there was a workaround. That is why I made this thread.
  • codematescodemates Member Posts: 112
    Yeah it's a known bug. I contacted GS myself and they confirmed that it's a known issue. Like you, I'm pretty close to release of my game and couldn't do it without this issue being fixed :(
  • steve86steve86 Member Posts: 806
    I'm 100% ready just need to fix that bug.. It would be cool if a yellow post comes in here and tell us if the bug is going to be fixed in 0.9.8. In the meantime the notebook is out to start sketching the next game.
  • LaurenSaladLaurenSalad Inactive, Chef Emeritus Posts: 650
    Hey guys,

    I need to apologize if there is any confusion with the save/load attribute issue. I misspoke when I stated (in a past thread) that this was a "known issue". I meant that we were aware of the issue being reported by several users.

    We're still working to track down the source of this issue, and as such cannot verify this as a "known bug" or "user error". Our QA team still needs additional information from users in order to fully investigate this reported issue. If you are encountering this, please submit as much information as possible to our contact form. The more submissions and the more details we receive will help us diagnose and resolve the issue as fast as possible.

    Also, please report these issues to our contact form as it's much easier for our QA team to log, verify, and reproduce the situations than tracking down accounts from the forums. Certainly, we'll be on the lookout for more reports in the forums, but using the contact form will make this process much easier and faster for GameSalad QA.

    Thanks guys and again, sorry for misspeaking and any confusion that might have caused.

    Lauren
  • steve86steve86 Member Posts: 806
    Thanks Lauren. I'll get in contact with you guys explaining the details.
  • fzeedfzeed Member Posts: 247
    i've started a couple of projects in .9.7.1 and they load/save attributes just fine!
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    In a long way home I save and load over 300 attributes without a problem
  • Make sure you're not making your "key" an expression.

    GameSalad doesn't like when you do that with custom text (unless you're telling GS it's a string).

    (i.e Click the "e" in the key area, make sure there's no text in the above field. Click "Remove Expression" just to be sure..)

    Make sense?
  • steve86steve86 Member Posts: 806
    kirbyourenthusiasm said:
    Make sure you're not making your "key" an expression.

    GameSalad doesn't like when you do that with custom text (unless you're telling GS it's a string).

    (i.e Click the "e" in the key area, make sure there's no text in the above field. Click "Remove Expression" just to be sure..)

    Make sense?

    I'll try that and let you know. Thanks for the suggestion. The funny thing is that my game saves 90 attributes and 40 save and load correctly and 50 of them don't load at all and I used the same method for all 90.
  • steve86steve86 Member Posts: 806
    I think I got it to work.. Don't know what was actually wrong but I deleted the attribute and all the load/save behaviors then create a new attribute with the same name and placed new behaviors in the same place they were before.

    I have done the first 5 levels and they seem to load correctly.. Don't know what exactly was the problem but deleting everything (even the attribute) and placing in it again in the exact same way seemed to fixed the problem.
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