How to make prototype changes propagate?

It's kind of annoying having to manually unlock each instance of a prototype (by double clicking the lock icon) and hit revert to prototype whenever I want a prototype's changes to be reflected in all the instances. Is there some way to have this happen automatically?

Comments

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    they should automatically propagate, however there is a bug that shows the original values in the preview behind the lock. unlocking the actor shows the original values at that time.

    but as far as i know, and have experienced, you don't have to do that. it just works.
  • BonepileGamesBonepileGames Member Posts: 194
    Place what you want in the prototype and place as many as instances you want in your scene. If you change something in the prototype, it will sync with the instances who are LOCKED. If you unlock an instance it will not sync the conditions and rules with the prototype.
  • probulingprobuling Member Posts: 5
    jonmulcahy in my case though the behaviors not only show up as different, they are different, and until i unlock and hit revert, the changes don't go through. Some actors though do propagate properly... The background image actor for instance on my project does not propagate - the rules that govern how the image is chosen I have to manually update every time on every scene.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    I'd submit a bug report and upload your project, that doesn't sound like it's working like it should.

    what version of GS are you running?
  • probulingprobuling Member Posts: 5
    the newest one, and it seems to be sort of related to how recently i last unlocked something from the prototype... but yea I guess I should do that xD
  • probulingprobuling Member Posts: 5
    Out of curiosity, is it also intended behavior that typing out math functions doesn't work? For example I just fixed a bug where typing random(1,2) into the expression editor would NOT actually pick a random number, but selecting random from the function list and then filling in 1,2 does work. I made sure it wasn't because of a typo or missing parens or anything. It was actually the last thing I thought about when I was trying for a good while to figure out what was going wrong.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Unlike attributes, which must be selected from a menu, math functions may be typed in directly. Are you using Windows and if so have you seen this? http://forums.gamesalad.com/discussion/59247/windows-creator-first-stop-if-you-experience-unexpected-behaviours
  • probulingprobuling Member Posts: 5
    I'm on windows right now but my other monitor is hooked up to a mac which is what I use Gamesalad on.
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