Adhoc - Save and Load does not work + Intro Music does not Play

BigDaveBigDave Member Posts: 2,239
Hey guys you might be able to help me out here.
So my game is finished. It is right now in "Apple Hands" to signed off on.
I hope they do reject it.

I just tested my app to late on Adhoc and experienced a bug behaviour I did not have on the GS Viewer.

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Situation:
-The app is on my Iphone5c
-I start it, the custom loading screen shows
-The scene changes to my own Loading Scene (ala Tshirtbooth )
Content: Load a bunch of Keys (highscore, unlocked parts..), Start music, Timer after 1 second change to next scene
-On top the Gamesalad network bar appears
-App progress as expected all other components seem to be fine.
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Problem:
-In the custom loading screen
-The music does not start
-The variables seem to not be loaded (highscore is back to 0)
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What I already tried.
I went through all "save attribute" and "load attribute" behaviours of the game and typed in the key instead using the "e" expression editor. I saved,published, generated app, signed app ->deleted old shaman file on device and dragged in the new one. Still same bug. Most weirdly the music does not even start and it has no condition at all. Music in further scenes work as expected.
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Any Idea?

Comments

  • KillerPenguinStudiosKillerPenguinStudios Member Posts: 1,291
    Hey @BigDave, before I get into trying to help you with these issues you are having, is your app waiting to be reviewed or has Apple already started the review process??? What's the current status of your app in your iTunes Connect???
  • BigDaveBigDave Member Posts: 2,239
    Waiting For Review. Would be great to cancel it somehow!
  • BigDaveBigDave Member Posts: 2,239
    I used now the "contact us" option within the Itunes details of the app. I wrote they should stop the review process due appearing of critical bug.
  • BigDaveBigDave Member Posts: 2,239
    Ahhhh i found binary rejection, awesome day saved :)))
  • BigDaveBigDave Member Posts: 2,239
    So lets talk about the issue. Loading + Start music fail on loading scene.
  • BigDaveBigDave Member Posts: 2,239
    image
  • BigDaveBigDave Member Posts: 2,239
    There is really nothing special here... Its this one actor in this scene. And a group with loading attributes.
    At the end a timer which sets self state to 1.
    And a listener which changes scene on self state 1 to the next one.
    But somehow this whole code seem to be ignored.
    Maybe it needs a delay is somehow skipped?
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited November 2013

    Hi @BigDave Here's a recent thread concerning a similar problem (about loading game attributes):

    http://forums.gamesalad.com/discussion/61318/save-load-attribute-randomly-stopped-working-i-m-going-crazy#latest
  • KillerPenguinStudiosKillerPenguinStudios Member Posts: 1,291
    Awesome that you found the reject binary button. You found it before I got to tell you! LOL :p So then my next question is when you publish your app on the site where you are putting your app info such as name, version number, select which device you are deploying to, here you can also upload an image for your custom loading image. Is this what you are referring to that the music is not starting? Hopefully that makes sense what I am asking.
  • BigDaveBigDave Member Posts: 2,239
    edited November 2013
    @KillerPenguinStudios
    I dont think that is involved into the problem. Its more that the first scenes behaviours are only triggered partially. Like ignore music and load attribute but do fade color and change scene.

    @gyroscope
    Interesting checked it. But I can not say it ever worked for me. Since i just tested it yesterday.

    I have the assumption that the network Ad prevents some of the behaviours to fire.
    Except timer + change scene.

    So I run now a new build where everything will be loaded and started on touch.

    ->Touch 1 remove ad network
    ->Touch 2 Trigger all scene code

    wish me luck
  • BigDaveBigDave Member Posts: 2,239
    edited November 2013
    Test did not show me any further clues. Its now on tap not playing music or loading attributes. So it does not seem to be caused by Ad network.

    Test2:
    I remove all load attributes from the scene and check if the play music works by itself.

    Potential bug source: problems with load attribute behaviors that prevent music from playing.

    Test3:
    Turn off play music and activated the load behaviors.

    Potential bug source: damaged music file
  • BigDaveBigDave Member Posts: 2,239
    edited November 2013
    Fixed music by re-saving it from ogg to wav and renaming it in gamesalad and adjust the play music behaviors, deleted old one. Do not know what was wrong but it worked.
    SAVING AND LOADING STILL DOES NOT WORK.
    And it seem to be broken in the new gamesalad versions
    0.10.4.1 Beta
  • KillerPenguinStudiosKillerPenguinStudios Member Posts: 1,291
    @BigDave, what do you mean that you re-saved it from ogg to wav? What is ogg? Thanks! :)
  • BigDaveBigDave Member Posts: 2,239
    @KillerPenguinStudios
    Ogg is the sound format used for most iOS games. Due its good compression i guess.
    In Gamesalad .wav is used for interaction with play,stop,resum Music.
    And .ogg for play sound.

    wav=music format (bigger files)
    ogg= sounds(smaller files)

    :)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited November 2013
    @BigDave, what do you mean that you re-saved it from ogg to wav? What is ogg? Thanks! :)
    Hi @KillerPenguinStudios I'm sure @BigDave won't mind me answering for him….

    Basically, if you know what bacon is, you should already be familiar with oggs… (sorry, couldn't resist that!) :D

    But seriously, here's one description taken from somewhere on the internet:

    "A .OGG audio file is a file which contains audio samples compressed with the Vorbis audio encoding algorithm, which is a very good, open source audio codec."

    It's the audio file type favo(u)red by GSC specifically for sounds (as opposed to music, which uses mp4 format). Hope that helps. :-)

    P.S You don't need to use ogg sound files for sounds in GSC, dragging in aiff, wav(e), mp3 and poss. a few other formats, GSC will automatically make the .ogg format for you.

    P.P.S Also, there's the possibility (I think) that there will be a different standard for sound files in GSC in the future… not 100% certain about that tho', so don't quote me! ;-)

    Edit: @BigDave beat me to it! I was writing while he was posting...
  • KillerPenguinStudiosKillerPenguinStudios Member Posts: 1,291
    edited November 2013
    @BigDave and @gyroscope. Thanks for the reply. I was asking as I thought GameSalad only accepted wav and mp3 music files! That's the main reason I was confused off the bat. LOL Guess you learn something new everyday! :D

    Also, @gyroscope, when you say, "if you know what bacon is..." are you refering to Frying Bacon Studios???

    So in regards to ogg files, would it be better to use ogg rather than mp3???

    Thanks again!
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited November 2013

    Also, @gyroscope, when you say, "if you know what bacon is..." are you refering to Frying Bacon Studios???
    No, I was referring to oggs from chickons….. hence oggs and bacon… (Oh, I thought it was funny!)

    So in regards to ogg files, would it be better to use ogg rather than mp3???
    Thanks again!
    Well, as I pointed out, most popular audio files are accepted by GSC and then they'll automatically be converted to .ogg anyway…

    Some people try to optimise their sound files in different ways, but really, where saving a couple of mb really isn't that important, then just stick to dragging in whatever file type you have for your sound, (providing it's not some exotic audio type) and let GSC convert it for you.

    OK, I'm off now for fried ogg on toast… ;-)
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