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vann

Member Since 19 Oct 2011
Offline Last Active Today, 08:07 PM

Topics I've Started

Pausing Game During Display Of Ads - Help?

09 May 2013 - 07:14 PM

Hi Everyone,

 

I'm adding banner ads to a game, however Apple requires (as does my game anyway) that I pause the application if an ad is press which temporarily then draws over the whole screen.

 

I can't see a way  to do this, am I supposed to be testing for ads_engagement_active?

 

Problem here is this function seems to have been broken recently... Does that mean its currently impossible to implement any ads in GM projects? I figure there must be another way, as this ticket in the tracker is only marked C priority.

 

Anyway help would be really appreciated.

 

 


Update Strategies

14 April 2013 - 03:08 AM

Hi everyone,

 

It's great to see lots of development still going into GM:S and YoYo continually adding new features for us, it's nice to work with a company which is continually improving the capability of their product.

 

The downside is that occasionally existing functionality is breaking and can this completely halt development on production projects which have deadlines. The most recent updates (which I have not installed) are an example of such an update.

 

The problem is, GM:S isn't supposed to be in beta anymore, for the last year in fact, yet we are still only given access to a beta update channel meaning every developer is still beta testing changes while trying to produce production titles for commercial use. This introduces a lot more time into the development cycle while features are breaking/changing and you have to go back through code to see what has happened. I know that there is supposed to be a stable channel coming very soon, but as such, I would have thought such a major overhaul like the instance_deactivate situation would have been a perfect candidate to be a beta channel change.

 

Anyway, this is not a complaint thread, please don't use it as such, but I would like to see some discussion on whether other people think this is as important as I do, or what other systems they have to deal with the update system. I feel I am having to spend too much time watching forums to see if updates are breaking anything, when I would really rather spend time making games. Personally, I am now sitting on quite an old (but relatively stable) version, but I know I will have to update before I release to use a feature which is broken in the version I am using.

 

Thanks for your time.


Acheivements

14 March 2013 - 03:31 AM

Hi everyone,

I'm looking into integrating achievements into my project, specifically just for iOS for now. I have one question regarding the storing of progress

Firstly, how should we store progress towards them. I understand you can send data to GameCenter regarding the progress towards an achievement, but there doesn't seem to be a way to pull that data back.

Now the obvious answer would seem to be store a local copy of the data as well, but if the user uninstalls and reinstalls the game, then they will lose any cached progress, and worse (at least as i understand) given we can't compare values with what GC is already storing, when thestart playing again, their progress may be overwritten by a lower progress value.

So, am I missing a function here or something else very obvious? I feel like I must be. Does GC already do this for us and not replace a progress value if it is a lower value than the one it currently holds?

Many thanks for any replies.

Bug Tracker Closed?

11 March 2013 - 11:53 AM

Hi,

Has the bug tracker been closed on purpose? I couldn't find any news about this anywhere, so I thought I would ask.

Thanks :)

Adding An Option To Turn Off Error Reports

04 March 2013 - 04:28 AM

It is my opinion that the error messages GM:S generates while extremely helpful to developers are not pleasant in terms of user experience and I would rather my apps simply crashed back to the home screen without popping up the modal window in iOS. I base this wish on my experience of the iOS ecosystem where I have had dozens of apps crash on me, and not a single one pops up an error report, they all simply crash to the home screen and have to be restarted next time you run them.

This window which pops up (in iOS at least) shows to the user the line of code which failed, as well as every global and local variable in the current game, which I feel is not a great experience for an end user, regardless of whether it may allow me to more quickly debug production apps. I am not keen to break the illusion of the game by exposing object names, variables etc.

GM8 had a toggle option to not generate the error message when a GM game crashed, so my request is simply to re-enable this option to give developers the choice as to whether their production builds generate the popup errors to the end users.

I have filed a new suggestion in the tracker and Daniel has asked me to send anyone also interested in this feature to that ticket.

The new tracker ticket is here:
http://bugs.yoyogames.com/view.php?id=9782

If you are interested in this feature, leave a comment there, as well as here if there's anything you want to discuss.

(This has been discussed before, (GMC link) however the scope of the previous request wished for other functionality to return as well)