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Note that the UI library change may break your UI text if you were using fancy rich-text tags (anything other than <color> and <b>). In that case it should be straightforward to adapt your code to use the textSize option in uiText instead, but let me know if there are unexpected difficulties or use cases that we didn't think about. Thanks!
So unfortunately we only added the ability to update today, so you can only update new packs. If this is a problem, please just email us your project - we'll be happy to manually edit it with the right update info! You may be able to figure it out yourself actually just looking at the VOOS file after you upload a new pack.
Apologies for the confusion.
I might try this, but I likely might just wait too until this feature is in the game. Manually editing files isn't something you should be doing for us :)
1. Open up the map that has your card you want to re-upload.
2. Save map (be sure you have some props in your custom card and have set at least one of their values before you save! - this is important).
3. Click "View this file"
4. Open up the .voos file in a text editor (I prefer VSCode).
5. Open up Steam workshop and find the workshop page where your card is.
6. Copy the "id" in the url.
7. Go into your .voos file and add the following template. (The existing code in the .voos file will look similar to this template, but not contain any data). Add in the id you copied from step 6 into the "workshopId" section.
8. Copy the name of your card pack, and description into the fields in your .voos file.
9. You'll need to look for the "embedded" value that corresponds to your custom card. To do this, search your .voos file for the following pattern
where "propname" is the name of your prop's value in the card. For an example, since I have this prop in my card:
I will search for this in my .voos file:
Now, in my .voos file I find this object:
I take the value of behaviorUri and place it in the "uris" section.
10. Save (IN YOUR TEXT EDITOR, DO NOT SAVE IN GAMEBUILDER OR YOUR ADDED CODE GETS LOST!).
11. Now you can go to Library (while in Logic mode) > Export > Update workshop pack and see that your card is available.
12. Clicking your card name will auto-select your card, so all you simply need to do is click Done > Upload.
13. Ta-da!
Just to be clear, you shouldn't need to do this for *newly* uploaded packs. Only for packs that you uploaded around Thursday. Any packs uploaded from Friday on should have that info in the scene file already. So we won't be making any fixes for older packs. Unless you are referring to some other issue?
You may need to retroactively fix these older card packs, as I found when saving the map, the "cardPacks" property gets reset to an empty array. You might need to double-check that code (because I found that behavior last night when I wrote my last comment).
Hmm the array should not be cleared, if it was not empty before. That sounds like a bug. Can you reproduce this consistently? We'll take a look at the code to make sure it's sane.
I think what I have to do is fix the .voos file once, save the file, close Game Builder, and then it will work as expected when I re-open Game Builder and try again.
I was able to fix all of my card maps except this one, https://steamcommunity.com/sharedfiles/filedetails/?id=1775340394, as I am not able to find the associated card in the "brains" object (step 9 above). Can you tell me why that embedded value is not present in my map file?
Just took a look there - the reason you can't find it is because you didn't change the property value from the default. In this case, the TeleportKey - we don't write it to the brain unless it's non-default.
I did this and the URI for "Debug screen" is: embedded:1274b966cafa478883dedbdd029d4dca
Sorry for all the work-arounds! All future packs you upload should just work and be update-able without any of this. Let us know if not!