Buildbox 2.3.6 2nd Pre-release With 3rd Party Hooks

Discussion in 'Official Announcements' started by Andy, Jun 7, 2018.

Thread Status:
Not open for further replies.
  1. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    Hey guys,

    Here is the second 2.3.6 pre-release. Please take care using this release as it is not as fully tested as an official release. We've made a few minor updates to the API and are now including an Android example for setting up MoPub as a customer ad network on Android.

    MAC: http://download.buildbox.com.s3.ama...3.6-2155_214a6fc853d323411caf3770f8134f47.dmg
    WIN: http://download.buildbox.com.s3.ama...3.6-2155_1d3e7826d3260c65491304487a20900d.exe

    See here for setting up MoPub as a custom ad network on iOS and Android.
    http://help.buildbox.com/advertising-and-sdks/using-the-3rd-party-api-mopub-example

    Let us know of any issues you may run into so we can address them in the final release. Here is the preliminary changelog for 2.3.6.

    Code:
    added: AdIntegrator class for better custom 3rd party SDK support
    updated: improving OpenGL support on Windows
    updated: font editor improvements, checking limits, auto-sizing font atlas
    updated: faster encrypting/loading/saving/exporting of BBDOCs
    updated: event observer now uses running total for coins/currency
    updated: removed native x86 support for Android devices, Intel discontinuing (should use emulation instead)
    fixed: no default value if dropdown lists are empty
    fixed: sidebars not refreshing correctly
    fixed: purchase complete sound is triggered when purchase failed
    fixed: animation twitching due to incorrect sprite offsets
    fixed: share button fix for Android 8
    fixed: preview not coming to the front when button clicked
    fixed: prevent multiple connections between the same two objects.
    fixed: wrong button state with purchase button/ one-time purchase
    fixed: game services asking to login if the player previously denies
    fixed: opacity is not working on the Start screen
    fixed: crash when canceling loading
    fixed: purchase button sound ignoring states
    fixed: Google sign-in prompting multiple times
    fixed: ground collision sound cut off
    fixed: crashes while saving or loading BBDOCs
    fixed: one-way platform broken if rotated
    fixed: character control buttons stop working
    fixed: full-screen action animation for iPhone X is not correct
    fixed: multiple random crashes on Android
    fixed: rapid firing component action locks up
    fixed: saving a large game with preview open takes much longer than normal
    fixed: Event observer Time Out broken, can not edit Time value
    fixed: crash related to linkers
    fixed: cant change color of particle emitters
    fixed: action duration not correct
    fixed: rapid firing of action locks up game
    fixed: issue with Windows based exports
    
     
    Last edited: Jun 7, 2018
    Benfont, Christoph and Sean Buildbox like this.
  2. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    FYI, Android seems fine. I just tested it because I was already on there for something else. Will check for iOS.
     
    AaroArts likes this.
  3. AppNasty

    AppNasty Miniboss Boxer

    Joined:
    Apr 14, 2016
    Messages:
    1,484
    Likes Received:
    890
    I'm crash free so far. Only bug I see is with particle editor....can't change colors.
     
  4. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    Are you using the right version (2.3.6 B#2155)? It works fine for me. Are you double clicking the teardrops? Mac or Win?
     
  5. Christoph

    Christoph Miniboss Boxer

    Joined:
    Oct 4, 2015
    Messages:
    2,807
    Likes Received:
    2,309
    Particles working fine here again. I'm on Mac.

    What I wrote in the other thread last night still is happening in this version. Basically a bullet from default animation compared to advanced move, set to same interval of spawning, they behave different (advanced move is like half the time)

    Then there is another bug related to time/speed. If you put two objects (for example enemies) in a scene and make a wake up component to it, you'll see even if the two have the same speed (linear velocity of 2 for example) applied, they have different velocities now. The one with the wake up component moves much faster. The weird thing is, this happens only until it is in a certain reach of the character and then it slows down to normal speed.
     
  6. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    Have not looked at this yet. An example file would speed that up (for any issue). ;-) Otherwise, I'll get to it eventually.
     
  7. AppNasty

    AppNasty Miniboss Boxer

    Joined:
    Apr 14, 2016
    Messages:
    1,484
    Likes Received:
    890
    Lol didn't realise another update. I last booted it yest. So I'll update and try again. My bad.
     
  8. AppNasty

    AppNasty Miniboss Boxer

    Joined:
    Apr 14, 2016
    Messages:
    1,484
    Likes Received:
    890
    OK, works fine.
     
  9. AaroArts

    AaroArts Miniboss Boxer

    Joined:
    Jun 22, 2016
    Messages:
    1,546
    Likes Received:
    826
    I'm not sure if this is supposed to happen, but if you rotate an Object (say 45 degrees), and try to drag the box to scale it in the X or Y direction, it scales both axes, meaning you can't scale in only 1 direction.
     
    Last edited: Jun 8, 2018
  10. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    :)

    I'm not sure I'm making correct sense of this... but I'm not seeing anything really obvious that is wrong here.
     
  11. AaroArts

    AaroArts Miniboss Boxer

    Joined:
    Jun 22, 2016
    Messages:
    1,546
    Likes Received:
    826
    If any Object has 0 rotation, you can click and drag in the X axis without affecting Y.
    If you rotate an Object, and click and drag in the X axis, it scaled both X and Y.
    So you'd have to reset the Y value manually after.
     
  12. AaroArts

    AaroArts Miniboss Boxer

    Joined:
    Jun 22, 2016
    Messages:
    1,546
    Likes Received:
    826
    Best demonstrated with a Circle @Andy.
    Once rotated, the X (or Y) scale get applied to both axes.
    But maybe it's always been like that?

     
    Christoph and AppNasty like this.
  13. AppNasty

    AppNasty Miniboss Boxer

    Joined:
    Apr 14, 2016
    Messages:
    1,484
    Likes Received:
    890
    On pc I just hold shift then resize. So it equally scales object.
     
  14. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    Ah, if you rotate by a handle or rotate by keying it in, it seems to act differently. I believe when you rotate by the handle (hold down CMD on Mac) that is the correct behavior. Will check it out with the dev team.
     
  15. Lamora

    Lamora Avid Boxer

    Joined:
    Dec 8, 2016
    Messages:
    282
    Likes Received:
    140
    Thanks for update greak work lots of problems have been resolved, and here are bugs thats are still there so i put them here again just to track more easily

    1.
    Liniar Valocity is doing nothing on spawn object set to Physics work normal when Fixed
    Angular velocity works both physics and fixed
    2.
    When you set some big object like 800 px to destory all and the put it on the edge of gameplay frame, ale the objects they become invisible
    but you can shoot them colide with them etc you just dont see them, its like its killing only the default animation
    3.
    Also when object is set to phyics linear velocity in Y and X direction is not working

    Thanks :)
     
  16. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    @Lamora Those are all on my todo list. Thanks for reposting them here, now I don't have to do it. ;-)
     
  17. Lamora

    Lamora Avid Boxer

    Joined:
    Dec 8, 2016
    Messages:
    282
    Likes Received:
    140
    Nice if you will have problem with Point 2, since this is really strange one i can send bbdoc to support.
     
  18. Andy

    Andy Miniboss Boxer

    Joined:
    Sep 24, 2015
    Messages:
    2,152
    Likes Received:
    1,546
    I've attempted to set and test these but not having any luck. I'm sure there is a bit of info I'm missing. Could you clarify? Here is the BBDOC I'm using.
    https://buildbox.box.com/s/ywqr6n6qyjxaiv29gx2das3unbwungr6

    Yes, please provide a BBDOC when you can. I'm not sure about how to check this one, not having any luck.
     
  19. Lamora

    Lamora Avid Boxer

    Joined:
    Dec 8, 2016
    Messages:
    282
    Likes Received:
    140
    I will send bbdoc with both of this problem right now, its really strange its working in your bbdoc.
     
  20. Lamora

    Lamora Avid Boxer

    Joined:
    Dec 8, 2016
    Messages:
    282
    Likes Received:
    140
    ok i just send the file with instructions to support
     
Thread Status:
Not open for further replies.

Share This Page