Release Candidate 0.12.6 is available!

BlackCloakGSBlackCloakGS Member, PRO Posts: 2,250
edited September 2014 in GameSalad Kitchen

Release Candidate 0.12.6

Fixes:

  • iPhone 6 and 6 Plus retina support added
  • Added support for iPhone 6 Custom Loading Images
  • iPhone 6 Plus Platform scene size is now 414x736 (or 736x414 in Landscape)
  • "@3x" images are now used on Retina iPads and "@2x" images are now used on non-Retina iPads
  • Fixed issues with Tables and special characters. Please note that we only support UTF-8 when importing tables.
  • NOTE: If you are making a Mac Desktop app, uncheck Resolution Independence. There is currently an issue with it blurring images. We will fix this in a later release candidate.

Known Issues:

Report Any Bugs
If you find bugs in the Release Candidate, let us know! We'll be watching the forums, support tickets and bug database for info on this. Once we're all happy with the state of the build then we'll make it stable.

Take a moment to review the "known issues" section of the release notes before reporting any bugs. No need to duplicate reports on what we already know, right?

Thanks for your help!

Go Get It!

See the release notes here:

http://gamesalad.com/download/releaseNotes/creator/rc

Download the release candidate here:

http://gamesalad.com/download/releases

Scroll down until you see "Release Candidates

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Comments

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    Wow! RC 0.12.6 is submitted at 11:58 on a Friday night! You guys are dedicated!

  • BlackCloakGSBlackCloakGS Member, PRO Posts: 2,250
    edited September 2014

    We actually released the build around 5pm CST. I was just a bit late on getting the post up. Sorry for the late post.

    I am glad I can provide links to the bugs now for known issue. We still have a hand full of android bugs we are still working on verifying.

  • gingagaminggingagaming FREELANCE GS DEV Member Posts: 1,688

    Thank you @BlackCloakGS‌

    Can you tell us what exactly are the "known bugs" that you are dealing with on this release please because I have serious issues with Android and poss memory leaks & also IAP table.

  • HopscotchHopscotch Member, PRO Posts: 2,782

    Thanks @BlackCloakGS‌ , was wondering what I was gonna do this weekend. :)

    Very much appreciated!

  • SocksSocks London, UK.Member Posts: 12,822
    edited September 2014

    @BlackCloakGS said:

    "@3x" images are now used on Retina iPads and "@2x" images are now used on non-Retina iPads

    Do you have an actual number for these sizes, do you know what the pixel dimensions are for both the @3x and @2x's sizes ?

  • " Added support for iPhone 6 Custom Loading Images " What is that mean?
    It mean current iPhone 5 loading Image fit iPhone 6?
    @BlackCloakGS‌

  • robertkdalerobertkdale USAMember Posts: 912

    :)

  • phamtasticphamtastic Member, PRO Posts: 354

    @BlackCloakGS said:
    We actually released the build around 5pm CST. I was just a bit late on getting the post up. Sorry for the late post.

    I am glad I can provide links to the bugs now for known issue. We still have a hand full of android bugs we are still working on verifying.

    What android bugs are there? Are they serious?

  • gingagaminggingagaming FREELANCE GS DEV Member Posts: 1,688
    edited September 2014

    @phamtastic said:
    What android bugs are there? Are they serious?

    These are the known bugs to me @Phamtasic

    IAP doesnt work - Tables are wiped when the app is exited and re-entered. Also Timers used in the rule stop it from working.

    http://bugs.gamesalad.com/show_bug.cgi?id=335

    Also when the game goes into standy, the game crashes (only on certain Android devices)

    http://bugs.gamesalad.com/show_bug.cgi?id=327

    But both bugs are showing as "unconfirmed" so I guess they havent beed addressed yet....

  • pokapolapokapola Member Posts: 143
    edited September 2014

    Am I the only who has been experiencing trouble publishing my game using this new RC? Every time I tried publishing, the "request time out" warning popped up.

    EDIT : I restarted my router and was able to publish game.

  • crazycam99crazycam99 Paris, FranceMember Posts: 519

    The levels on my game don't unlock using tables

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    I need to do a check with the newest versions of GS but when I published on Android a few weeks ago I noticed sounds keep running when you back out of the app and even in hibernate. This is only related to sounds not music.

  • phamtasticphamtastic Member, PRO Posts: 354

    @The_Gamesalad_Guru said:
    I need to do a check with the newest versions of GS but when I published on Android a few weeks ago I noticed sounds keep running when you back out of the app and even in hibernate. This is only related to sounds not music.

    I have experienced this issue too when publishing for Android.

  • phamtasticphamtastic Member, PRO Posts: 354

    @gingagaming‌
    Thanks for the update.

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    found a bug, not sure if it's an old one or not, haven published in a few months.

    If you try and publish an iOS universal app with a minimum supported version of 5, the job will fail. If you switch it to 6, it works fine:
    http://bugs.gamesalad.com/show_bug.cgi?id=349

    I also submitted a request to add a minimum supported version entry for 7 and 8
    http://bugs.gamesalad.com/show_bug.cgi?id=348

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    edited September 2014

    ok, I did some testing, and I was very happy with the result!

    I took an image I found on google with a bunch of circles and fine lines. I then cropped it to 2048x1536 and created a portrait iPad project. I published this as a universal build and installed it on my iPad/iPhone5 and iPhone6plus. I thought that they looked great on each device. It make me a lot more comfortable with any scaling issues.

    I took screenshots from each device and posted them below. When looking at the iPhone6 version you have to remember that it is scaled down for the device, it looks very sharp on the actual screen.

    This is the original:
    https://dl.dropboxusercontent.com/u/5068448/original.png

    iPad version:
    https://dl.dropboxusercontent.com/u/5068448/iPad.png

    iPhone5 version:
    https://dl.dropboxusercontent.com/u/5068448/iPhone5.png

    iPhone6 version:
    https://dl.dropboxusercontent.com/u/5068448/iPhone6.png

  • games4fungames4fun Member Posts: 185

    Are we able to have 3 versions of iOS viewer for stable, release candidate and nightlies all on the same phone?

  • JSprojectJSproject Member Posts: 730

    @games4fun said:
    Are we able to have 3 versions of iOS viewer for stable, release candidate and nightlies all on the same phone?

    Yup, you could set up 3 different app ids and provisioning profiles and then build the gs viewer with the different bundle identifiers.

  • games4fungames4fun Member Posts: 185

    @JSproject said:
    Yup, you could set up 3 different app ids and provisioning profiles and then build the gs viewer with the different bundle identifiers.

    Perfect, I would always use the same app id so they would erase the old ones. Good to know.

    Thanks

  • LovejoyLovejoy Member Posts: 2,078

    @jonmulcahy said:
    ok, I did some testing, and I was very happy with the result!

    I took an image I found on google with a bunch of circles and fine lines. I then cropped it to 2048x1536 and created a portrait iPad project. I published this as a universal build and installed it on my iPad/iPhone5 and iPhone6plus. I thought that they looked great on each device. It make me a lot more comfortable with any scaling issues.

    I took screenshots from each device and posted them below. When looking at the iPhone6 version you have to remember that it is scaled down for the device, it looks very sharp on the actual screen.

    This is the original:
    https://dl.dropboxusercontent.com/u/5068448/original.png

    iPad version:
    https://dl.dropboxusercontent.com/u/5068448/iPad.png

    iPhone5 version:
    https://dl.dropboxusercontent.com/u/5068448/iPhone5.png

    iPhone6 version:
    https://dl.dropboxusercontent.com/u/5068448/iPhone6.png

    Was this with RI checked?

  • PhilipCCPhilipCC Encounter Bay, South AustraliaMember Posts: 1,390
    edited September 2014

    @jonmulcahy said:
    I took screenshots from each device and posted them below. When looking at the iPhone6 version you have to remember that it is scaled down for the device, it looks very sharp on the actual screen.

    Sorry but they all look pixelated and smeary to me, including the original, when viewed on a Retina iPad?

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    @PhilipCC said:
    Sorry but they all look pixelated and smeary to me, including the original, when viewed on a Retina iPad?

    It looked good on mine. Are you sure it downloaded correctly? If even the original is bad something's up

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    @raycur09 said:
    Was this with RI checked?

    Good question I forgot to check

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    I am having an issue with a game not displaying certain images correctly on iOS, they are showing up as white boxes. The same build on Android has no issues displaying the same assets. I think It started with 12.6 (not sure, didn't try 12.5), checked the project and the assets exist. not sure if it's rendering incorrectly or somehow the images get messed up and it's not showing an image. All assets in the project were exported from photoshop the same way and out of hundreds it's only about 3-4 not showing correctly.

  • pHghostpHghost London, UKMember Posts: 2,342

    @AlchimiaStudios‌

    Submit a bug report and refer to your project.

  • PhilipCCPhilipCC Encounter Bay, South AustraliaMember Posts: 1,390

    @jonmulcahy said:
    It looked good on mine. Are you sure it downloaded correctly? If even the original is bad something's up

    I just tapped on each link in your post on my iPad and Safari opened each one in a new tab. When I flip from one to the other they all appear the same quality.

    I think the problem is that each one fills the Safari window which is not full screen anyway. It is short by about 260 pixels in LS because of the title bar and tab row. Same deal if I turn portrait.
    I think I am approaching this the wrong way trying to view your images on an iPad in Safari.

    I'll download on my iMac and Retina MacBook Pro later and let you know.

    Anyway, if they look good full screen on the respective device that's all that matters. ;)

  • eschwartzeschwartz Member, PRO Posts: 22

    There appears to still be an issue loading tables or Saving them. I make changes to the tables and save them, but when I reset the game it loads the tables back to default mode (or unchanged due to not saving).

    I'm testing on a Galaxy 8.1 Android 3.2 Honeycomb.

    Everything else seems to be working fine except the saving of the tables. This is version 0.12.6 Mac Creator

    The table saving does seem to be working on the iPad Air and iPhone 5. But it took some moving around of the save functions to get to work. Is it taking longer to save tables now?

    Any suggestions on a work around are greatly appreciated

  • HymloeHymloe Member Posts: 1,653

    Did this one have the Memory Leak / Memory Issues addressed in it? I didn't see any mention of it in the release notes.

  • HymloeHymloe Member Posts: 1,653

    Will the TEXT ALIGNMENT bug be fixed soon? It used to work for years, and now isn't working properly. Surely this is high priority (and low hanging fruit). iOS Display Text is not working properly. Needs to be fixed!

    DISPLAY TEXT not showing the "space" character properly, so cannot right-align text correctly.
    http://bugs.gamesalad.com/show_bug.cgi?id=156

    Can you please confirm the bug, and get it fixed?

  • colandercolander Member Posts: 1,610
    edited September 2014

    @AlchimiaStudios said:
    I am having an issue with a game not displaying certain images correctly on iOS, they are showing up as white boxes. The same build on Android has no issues displaying the same assets. I think It started with 12.6 (not sure, didn't try 12.5), checked the project and the assets exist. not sure if it's rendering incorrectly or somehow the images get messed up and it's not showing an image. All assets in the project were exported from photoshop the same way and out of hundreds it's only about 3-4 not showing correctly.

    I have seen this too in a project I am testing for someone else. I am not sure if it was built in this version. It occurred the first time I opened it and played, it hasn't happened since.

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