Is there anyway to force my Playdate to update to test this build on actual hardware? I've looked around but can't seem to find anything and I think my device is still on 1.12.3.
There's no way to do it automatically, but if you DM me your serial number I can put a build on Memfault (the service we use that manages updates and crash reports) and put you into a test cohort. After that, 1.13.1b1 will show up when you check for updates.
- integer overflow in
sequence:goToStep()
Confirmed FIXED
The behavior of overlappingSprites
is the same for me in 1.13.0 (simulator and device) and 1.13.1b (simulator).
I’ve tested this many more times now to be 100% sure. I fixed all cases of using width
but one and added some logging to report the width after setting it. The relevant lines look like this now:
self.width = LEVEL_WIDTH * TILE_SIZE - 16
print("self.width in Message is", self.width)
self.image = gfx.image.new(self.width, 240, gfx.kColorClear)
In the 1.13.0 simulator the game loads fine and I get this in the console:
?:-1: sprite properties x, y, xy, width, and height are read-only (for now)
self.width in Message is 200
In the 1.13.1b simulator the screen is blank and I get this in the console.
?:-1: sprite properties x, y, xy, width, and height are read-only (for now)
self.width in Message is 0.0
invalid bitmap size: 0 x 240
stack traceback:
[C]: in field 'new'
?: in field 'init'
?: in field 'Message'
?: in field 'init'
?: in field 'Game'
?: in main chunk
So in 1.13.0 it says width is readonly but apparently it still takes the value and creates the image with width 200. In 1.13.1b it ignores the value, stays at 0 and the game crashes when trying to create an image with width 0.
PS: I’m happy to give you access to the source code.
Here's another beta for y'all!
- mac: Dropbox - File Deleted - Simplify your life
- linux: Dropbox - File Deleted - Simplify your life
- windows: Dropbox - File Deleted - Simplify your life
I believe this one fixes the sprite x/y/width/height setting and getting work the same as it did in 1.12.3. I still don't know exactly what I did wrong in 1.13.0 but everything I've tested so far is working correctly.
It also adds a few fixes for some regressions in the Linux/Windows simulator:
- Upload game to device isn't launching the correct path
- Breakpoints aren't working as expected
- Possible crash reloading the simulator
If you want to test on the hardware, DM me your serial number and I'll add you to a test cohort on memfault!
Might this be a good time to consider options for focused testing of system updates prior to deploying them to the general public?
just fyi, I re-uploaded these with the correct version number in the simulators
All regressions I’m aware of are fixed. Thanks a lot!
We did quite a lot of testing, internally and externally — these issues obviously didn't show up/weren't reported. We'll have to figure out how to get even broader coverage in the future.
We also selectively deployed to ~10% of Playdate users, to try and catch problems before we deployed to the whole user base. That approach served us well in this case — I feel more secure about deploying the upcoming 1.13.1 to everybody.
Tested quickly with the Nim bindings, everything seems to be working in 1.13.1-beta2 using the example project.
Nice to see the sprite origin "bug" of moveWithCollisions
etc. has been fixed!
Okay I got some time before work today to test.
All our tiles seem to be in the right places in 1.13.1-beta2 .
Thanks team!
i could not find any problems anymore either on the sideloaded games i have on my playdate and the ones that did have problem seem fixed now in latest sdk
Thanks so much for your help on this, everyone!
We'll get 1.13.1 out ASAP, and then we've already got another huge load of bug fixes in the queue for 1.13.2. And I'll make damn sure we put a beta out before we push that.
Hello,
I have encountered an issue with 1.13.1 betas, both 1 and 2, in that if the Playdate Simulator folder where the ini is located doesn't already exist, the simulator won't create it. I've reproduced this on two separate systems, one with Windows 10 and one with Ubuntu 64 bit
Thanks, I'm looking into this issue.
Hey,
I'm seeing a new crash with both 1.13 and the 1.13.1b1 posted above. I haven't yet tried to create a small reproducer but it happens when calling playdate.sound.sequence:stop()
. (This is in the context of my music box app.
I'm not sure how useful it is, but here is the crash report I get from the simulator.
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{
"uptime" : 2100000,
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"procRole" : "Foreground",
"version" : 2,
"userID" : 501,
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"coalitionID" : 170206,
"osVersion" : {
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"build" : "21G217",
"releaseType" : "User"
},
"captureTime" : "2023-02-15 23:32:00.2658 +0100",
"incident" : "C92A3F11-9493-4FC1-9E97-04BA89C20C06",
"bug_type" : "309",
"pid" : 72459,
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"crashReporterKey" : "D736E0EA-A0AF-AACA-6C50-C978B08FB8AA",
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"sleepWakeUUID" : "6E609F93-0563-449C-9141-552A4328AFD8",
"sip" : "enabled",
"isCorpse" : 1,
"exception" : {"codes":"0x0000000000000000, 0x0000000000000000","rawCodes":[0,0],"type":"EXC_CRASH","signal":"SIGABRT"},
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Can we reproduce this in your music box app? If so, what are the steps to hit this crash?
It only happens on a newly built version. The one linked here should trigger it (built with 1.13.1b1) and it happens as soon as a song is selected and the crank gets turned.
Yep, I'm seeing that too, and also that it didn't happen on 1.12.3. I'll try and sort it out this evening, hopefully can get a fix into 1.13.1.