<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="be">
	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GoDodyGo</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
	<link rel="self" type="application/atom+xml" href="https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GoDodyGo"/>
	<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/%D0%90%D0%B4%D0%BC%D1%8B%D1%81%D0%BB%D0%BE%D0%B2%D0%B0%D0%B5:Contributions/GoDodyGo"/>
	<updated>2026-09-30T08:36:14Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=5909</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=5909"/>
		<updated>2020-10-19T00:45:38Z</updated>

		<summary type="html">&lt;p&gt;GoDodyGo: /* Other errors with &amp;quot;Application loading...&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
Describing common errors which is hard to understand and debug &lt;br /&gt;
&lt;br /&gt;
== Game does not start at all ==&lt;br /&gt;
&lt;br /&gt;
=== Undefined offset: 0 in table/table.game.php on line 830 ===&lt;br /&gt;
&lt;br /&gt;
Check if you&#039;re calling self::getActivePlayerName () during setupNewGame()&lt;br /&gt;
&lt;br /&gt;
Check if you&#039;re NOT calling self::activeNextPlayer() at the end of your game setup. You must always have at least one active player.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: createGame): ... ===&lt;br /&gt;
&lt;br /&gt;
This is generic message usually followed by exact position in your source code, and usually its syntax error in one of yours php script&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Not logged ===&lt;br /&gt;
&lt;br /&gt;
Calling self::getCurrentPlayerId () or using $g_user from &#039;args&#039; state function, see also below&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Unknow player statistic: ===&lt;br /&gt;
&lt;br /&gt;
Calling self::incStat() with second parameter which is an empty string&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats ... ===&lt;br /&gt;
&lt;br /&gt;
Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats (stats_type, stats_player_id, stats_value) VALUES (&#039;10&#039;,&#039;2300663&#039;,&#039;0&#039;),(&#039;10&#039;,&#039;2300662&#039;,&#039;0&#039;)&lt;br /&gt;
Duplicate entry &#039;10-2300663&#039; for key &#039;stats_table_id&#039;&lt;br /&gt;
&lt;br /&gt;
Why? In the stats.inc.php you declared two keys with the same integer &amp;quot;id&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Fatal error during creation of database ebd_quoridor_389 Not logged ===&lt;br /&gt;
&lt;br /&gt;
Check that you didn&#039;t use $g_user or getCurrentPlayerId() in setupNewGame() function or in an &#039;args&#039; function of your state.&lt;br /&gt;
&lt;br /&gt;
As these functions are not consequences of a user action, there is no current player defined.&lt;br /&gt;
&lt;br /&gt;
As a general rule, you should use getActivePlayerId() and not getCurrentPlayerId(). See the [http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine presentation on the game state machine] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Invalid argument supplied for foreach() in table.game.php ===&lt;br /&gt;
&lt;br /&gt;
   Warning: Invalid argument supplied for foreach() in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 129 &lt;br /&gt;
   Fatal error: Cannot unset string offsets in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 143&lt;br /&gt;
&lt;br /&gt;
That appears when your arg* function that suppose to return array of state arguments returns a scalar (a non-array) value&lt;br /&gt;
&lt;br /&gt;
=== The server reported an error ===&lt;br /&gt;
&lt;br /&gt;
During table creation: &amp;quot;The server reported an error&amp;quot; error shown and nothing else.&lt;br /&gt;
&lt;br /&gt;
If you cannot even create a table - there is syntax error in gameinfos.php, check it, reload it from management panel.&lt;br /&gt;
If still no luck copy clean version from template https://github.com/elaskavaia/bga-sharedcode/blob/master/gameinfos.inc.php&lt;br /&gt;
&lt;br /&gt;
== Game starts but I can&#039;t make a move ==&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I got &amp;quot;Move recorded, waiting for update ...&amp;quot; forever ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Move recorded&amp;quot; means that your ajaxcall request has been sent to the server and returned normally.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waiting for update&amp;quot; means that your client interface is waiting for some notifications from the server that correspond to the move we just did.&lt;br /&gt;
&lt;br /&gt;
If this message stays forever, it is probably that your PHP code does not send any notification when the move happens, which is abnormal. To fix this: add a notifyAllPlayers or a notifyPlayer call in your PHP code.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Sending move to server...&amp;quot; then nothing and game resets to state before the move ===&lt;br /&gt;
&lt;br /&gt;
Its possible that server code get into infinite loops or thinks too much, in which case it will timeout and will be aborted without any extra logs (and db transaction you saw in the log won&#039;t be committed). You will usually see &amp;quot;Unable to connect to server&amp;quot; message on console in this case. You have to put more logging into server&lt;br /&gt;
to trace where it hangs.&lt;br /&gt;
&lt;br /&gt;
=== Some player action is triggered randomly when I click somewhere on the game area ===&lt;br /&gt;
&lt;br /&gt;
You probably used &amp;quot;dojo.connect&amp;quot; on a null object. In this case, dojo.connect associate the event (ex: &amp;quot;onclick&amp;quot;) to the whole game area.&lt;br /&gt;
&lt;br /&gt;
Most of the time it happens in this situation, when my_object element does not exists:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   dojo.connect( $(&amp;quot;my_object&amp;quot;), &amp;quot;onclick&amp;quot;, this, function() {&lt;br /&gt;
     ...&lt;br /&gt;
   }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To determine if this is the case, place &amp;quot;alert( $(&amp;quot;my_object&amp;quot;) )&amp;quot; before the dojo.connect to check if the object exists or not.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;This is not your turn&amp;quot; error when I click on a possible move ===&lt;br /&gt;
&lt;br /&gt;
You need to change to the active player by clicking the red arrow next to their name in the player panel (right side of the page).&lt;br /&gt;
&lt;br /&gt;
[[File:Change_active_player.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Predefined server errors ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Unexpected final game state (XX) ===&lt;br /&gt;
&lt;br /&gt;
The action function does not transition to any state, i.e.&lt;br /&gt;
  function selectField($field) {&lt;br /&gt;
    self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
    if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
  }&lt;br /&gt;
Here if $field is 0 there is no transition&lt;br /&gt;
&lt;br /&gt;
=== This game action is impossible right now ===&lt;br /&gt;
&lt;br /&gt;
Check the game log. Usually your state does not define the action you trying to perform in &#039;possibeactions&#039; array.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: This transition (playerTurn) is impossible at this state (42) ===&lt;br /&gt;
&lt;br /&gt;
This is pretty self explanatory. Function nextState() takes transition name not a state name, so you probably did not&lt;br /&gt;
define this transition that the given state&lt;br /&gt;
&lt;br /&gt;
== Game interface hangs during reload or on start ==&lt;br /&gt;
&lt;br /&gt;
Showing &amp;quot;Application Loading...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Javascript error: During pageload undefined no_stack_avail Script: ===&lt;br /&gt;
&lt;br /&gt;
This error usually has no useful data, but it means you called somes API that require a callback and did not define callback function, i.e&lt;br /&gt;
in dojo.connect, this.connectClass, dojo.subscribe, etc&lt;br /&gt;
   &lt;br /&gt;
      this.connectClass(&#039;field&#039;, &#039;onclick&#039;, &#039;onField&#039;); // &amp;lt;-- onField is not defined&lt;br /&gt;
&lt;br /&gt;
=== Other errors with &amp;quot;Application loading...&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You probably have a syntax error in your Javascript code, and the interface refuses to load.&lt;br /&gt;
&lt;br /&gt;
To find this error, check if there is an error message in the Javascript console (F12).&lt;br /&gt;
&lt;br /&gt;
If there is really nothing on the log, it&#039;s probably that the system was unable to load your Javascript because of an syntax error that affect the structure of the Javascript file, typically a missing &amp;quot;}&amp;quot; or a missing &amp;quot;,&amp;quot; after a method definition.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;Uncaught ReferenceError: bgagame is not defined&amp;quot; you have major syntax error in your js file, you should see some other clues in the log where the errors is.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;dojo.publish is not defined&amp;quot; or something similar, this could be caused by another error earlier. For example, a syntax error caused by a malformed generated file (such as using newlines in tiebreaker description). Also you might have left some images in the /img directory with special characters in the name which must be removed. If you edited images for the game box and website, ensure that you have not left any unnecessary files there.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected Syntax Error: ===&lt;br /&gt;
&lt;br /&gt;
No further details in the log. When log is filling with some social connect errors.&lt;br /&gt;
&lt;br /&gt;
Possible Reason: Syntax error in of the php script which is loaded before the start, such as gameoptions.inc.php, gameinfos.inc.php and such.&lt;br /&gt;
&lt;br /&gt;
=== Game interface spins in a loop throwing error ===&lt;br /&gt;
&lt;br /&gt;
Errors is something like &amp;quot;Cannot read property &#039;is_ai&#039; of undefined&amp;quot;. Cannot restart the game because cannot access UI to stop.&lt;br /&gt;
Likely you get in actplayer state with player id == 0. The only way to fix it is to edit database, globals index == 2 set player id to one of your test dudes&lt;br /&gt;
(can copy from row 5 for example).&lt;br /&gt;
&lt;br /&gt;
=== Unable to find table database (1): ebd_yourgame_112222 ===&lt;br /&gt;
&lt;br /&gt;
Its either temporarily server error especially on studio it timeouts sometimes, just try reloading again.&lt;br /&gt;
Or check if you have syntax errors in your php game file or sql.&lt;br /&gt;
&lt;br /&gt;
== Type conversion / juggling errors ==&lt;br /&gt;
&lt;br /&gt;
=== On php side I get a number instead of string I expect ===&lt;br /&gt;
&lt;br /&gt;
 $num = 3;&lt;br /&gt;
 $meeple = &amp;quot;meeple_&amp;quot; + $num; // &amp;lt;-- suppose to be &amp;quot;meeple_3&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
When you switch between JS and PHP it easy to type this and not notice the +. Plus sign (+) in php does not mean string concatenation (in javascript does!),&lt;br /&gt;
in php + means integer arithmetic. So change + to . (dot)&lt;br /&gt;
&lt;br /&gt;
=== On php side my string comparison does not work ===&lt;br /&gt;
&lt;br /&gt;
   if ($color == &#039;4baae2&#039; || $color == &#039;000000&#039;) { &lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Apparently you should not be using &#039;==&#039; in php to compare strings! You should use &#039;===&#039;. The (==) operator will typecast the strings &lt;br /&gt;
to numbers then do comparison!&lt;br /&gt;
Its not very apparent because usually you can get away with it, but not when strings resemble numbers like hex &#039;colors&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Integer columns in the database are returned as strings ===&lt;br /&gt;
&lt;br /&gt;
This is normal PHP behavior. All fields are returned as string type, regardless of their actual type in the database. This also applies to global variables accessed via getGameStateValue(), since they are stored in a database table.&lt;br /&gt;
&lt;br /&gt;
You can use type-casting to convert them to the correct type after they come out of the database.&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = (int)self::getGameStateValue(GLOBAL_ROUND_NUMBER);&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
   $sql = &amp;quot;SELECT my_int_column FROM my_table WHERE my_condition&amp;quot;;&lt;br /&gt;
   $myResult = self::getUniqueValueFromDB($sql); &amp;lt;-- this is a string&lt;br /&gt;
   $myResultAsInt = (int)$myResult;&lt;br /&gt;
&lt;br /&gt;
https://stackoverflow.com/questions/5323146/mysql-integer-field-is-returned-as-string-in-php&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: zombie): Not logged ===&lt;br /&gt;
&lt;br /&gt;
You are probably calling getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method or any of the methods it uses. Instead, use the $active_player_id provided as parameter to zombieTurn().&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Can&#039;t manage zombie player in this game state ===&lt;br /&gt;
&lt;br /&gt;
Despite what the message suggests, this error has nothing to do with your state machine. It is caused by an exception in the zombie code. It could be an undefined value sent to a database query. Check the unexpected exceptions log. It could also be the same problem as above, so look for getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: zombie): ===&lt;br /&gt;
&lt;br /&gt;
This is almost certainly an undefined value in PHP code. Look for a warning or error message in the game replay log on the right side of the table UI.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: BGA gameserver 1 do not respond (method: zombie) (timeout: cluster) ===&lt;br /&gt;
&lt;br /&gt;
You are trying to end the game from a zombie method. This is not allowed. The zombie logic must continue the game as best it can. See [[Main_game_logic:_yourgamename.game.php#Zombie_mode|Zombie mode]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Other errors ==&lt;br /&gt;
&lt;br /&gt;
=== Javascript does not know how to sum two numbers ===&lt;br /&gt;
&lt;br /&gt;
Be careful when you manipulate integers returned by notifications: most of the time, Javascript considers they are Strings and not Integers.&lt;br /&gt;
&lt;br /&gt;
As a result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += notif.args.increment;  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=11 instead of 2 !! Javascript concatenate 2 strings !&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To solve this, you should use the &amp;quot;toint&amp;quot; function:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += toint( notif.args.increment );  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=2 :)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Javascript: do not use substr with negative numbers ===&lt;br /&gt;
&lt;br /&gt;
To get the last characters of a string, use &amp;quot;slice&amp;quot; instead of &amp;quot;substr&amp;quot; which has a bug on IE:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var three_last_characters = string.substr( -3 );   // Wrong&lt;br /&gt;
    var three_last_characters = string.slice( -3 );    // Correct&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Game &amp;quot;spontaneously&amp;quot; transition to a new state without user input ===&lt;br /&gt;
&lt;br /&gt;
Make sure on php side you have no code after   $this-&amp;gt;gamestate-&amp;gt;nextState(...) code.&lt;br /&gt;
Because if you do accidentally have code that goes to another state it will cause another state transition without user interaction.&lt;br /&gt;
&lt;br /&gt;
 function selectField($field) {&lt;br /&gt;
   self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
   if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
   $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;last&#039; ); // &amp;lt;-- here is missing else, so it will cause double state transition&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>GoDodyGo</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=First_steps_with_BGA_Studio&amp;diff=5290</id>
		<title>First steps with BGA Studio</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=First_steps_with_BGA_Studio&amp;diff=5290"/>
		<updated>2020-08-16T22:07:50Z</updated>

		<summary type="html">&lt;p&gt;GoDodyGo: /* Let&amp;#039;s code! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Connect to the BGA Studio website ==&lt;br /&gt;
&lt;br /&gt;
Go to BGA Studio website:&lt;br /&gt;
http://en.studio.boardgamearena.com&lt;br /&gt;
&lt;br /&gt;
Choose one of your 10 accounts (ex: myusername0), and login into the website - as you would do for Board Game Arena.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have account see [[How to join BGA developer team?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create a new game project ==&lt;br /&gt;
&lt;br /&gt;
You can do most of the projects-related operations from &amp;quot;Control Panel / Manage games&amp;quot;. In particular, you can create a new project automatically from there.&lt;br /&gt;
&lt;br /&gt;
Your first &amp;quot;game&amp;quot; should be one of the tutorials, so your project name should be something like &amp;quot;tutorialbob&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage it is too early to create a real game but if you really don&#039;t want to start until you have a game in mind, check [[Create a game in BGA Studio: Complete Walkthrough]]&lt;br /&gt;
section &amp;quot;Select a First Game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For reference top bar studio links&lt;br /&gt;
* AVAILABLE LICENSES - list of all available licenses (not public domain) -  http://en.studio.boardgamearena.com/#!licensing&lt;br /&gt;
* STUDIO PROJECTS - list of all registered studio projects - http://en.studio.boardgamearena.com/#!projects &lt;br /&gt;
* CONTROL PANEL - manage projects - http://en.studio.boardgamearena.com/#!controlpanel&lt;br /&gt;
&lt;br /&gt;
== Connect to your SFTP folder == &lt;br /&gt;
&lt;br /&gt;
From the initial email from the Studio you get:&lt;br /&gt;
* the name of the SFTP server to connect to&lt;br /&gt;
* your SFTP login and password&lt;br /&gt;
&lt;br /&gt;
Using this information:&lt;br /&gt;
# Connect to the SFTP server using your SFTP login and password, through your favourite SFTP client software (such as [http://winscp.net/ WinSCP], see [[Tools_and_tips_of_BGA_Studio#File_Sync_on_Windows|File Sync]])&lt;br /&gt;
# Check that your remote home folder contains one folder for each of the three example games (reversi, hearts, gomoku). If you have already created a new game project, one additional folder should be in your &amp;quot;home&amp;quot; folder.&lt;br /&gt;
# Note: You have to setup AUTOMATED sync between your folder and remote folder, manually ftp&#039;ing files would be no-starter. For WinSCP you can do this from the file menu (Commands-&amp;gt;Keep remote directories up to Date...)&lt;br /&gt;
&lt;br /&gt;
== Let&#039;s code! ==&lt;br /&gt;
&lt;br /&gt;
Now, you can try to launch a new game on BGA Studio from the &amp;quot;Play now&amp;quot; menu entry, as you would do on Board Game Arena website.&lt;br /&gt;
&lt;br /&gt;
# Find your game in the &#039;PLAY NOW&#039; section and create a table&lt;br /&gt;
# Use the &#039;I want between X and X&#039; players to tick down the maximum players number to the minimum&lt;br /&gt;
# Click &#039;Express start&#039;: your game launches with the maximum number of players specified. It shows an empty canvas: in the game zone you just have a sentence &#039;This is your game interface. You can edit this HTML in your &amp;quot;.tpl&amp;quot; file.&#039;.&lt;br /&gt;
# Switch to your SFTP home folder, go into your game folder. Edit the game_game.tpl file, and change this sentence to &#039;Hey, this is my first game!&#039;, then save.&lt;br /&gt;
# Go back to your browser and refresh, check that the game zone has updated.&lt;br /&gt;
# Click the red arrow next to a test account&#039;s name in the player panel to view the game from that player&#039;s account &amp;lt;br/&amp;gt;[[File:Change_active_player.jpg]]&lt;br /&gt;
# From the Player page or Table page click on the link &amp;quot;You are playing &amp;lt;name of game&amp;gt; (realtime)&amp;quot; (or click on the &#039;Gear&#039; icon on the top right) and choose &#039;Express STOP&#039;. The game ends automatically and you are brought back to the table screen for this ended game.&lt;br /&gt;
# Switch to your game folder, go into the img folder and overwrite your game_box.png file with another image.&lt;br /&gt;
# Go back to your browser, &#039;&#039;&#039;empty your browser cache&#039;&#039;&#039;, then refresh the page, and check that the game box image has been updated.&lt;br /&gt;
&lt;br /&gt;
Then you can modify the provided skeleton and begin to develop your game :)&lt;br /&gt;
&lt;br /&gt;
== Commit your changes ==&lt;br /&gt;
&lt;br /&gt;
Committing uploads your changes on BGA&#039;s [http://en.wikipedia.org/wiki/Revision_control revision control] system. This is an extra assurance not to lose your code, and to have the possibility to get a previous version of your code if you need to backtrack. It also helps us to follow your progress (we get an email when you commit). So you should commit from time to time, when you hit some landmark in your development.&lt;br /&gt;
&lt;br /&gt;
You can automatically commit your sources in the repository from &amp;quot;Control Panel / Manage Games / Your game / Commit my modifications now&amp;quot;. Then:&lt;br /&gt;
&lt;br /&gt;
# Enter your commit comment (such as &#039;My first commit&#039;) then hit the &#039;Submit&#039; button;&lt;br /&gt;
# Check the log for errors, it should end with the following lines:&lt;br /&gt;
&lt;br /&gt;
  Transmitting file data .&lt;br /&gt;
  Committed revision #revision number#.&lt;br /&gt;
  HAL says: done.&lt;br /&gt;
&lt;br /&gt;
NOTE: committing the code is currently not working until admin commits it manually the first time. Even if it does you cannot automatically deal with this version control system except for committing. Therefore its recommended to use another means of storing the code in version control system, such as local git repo or github, see [[Tools_and_tips_of_BGA_Studio#Version_Control|Version Control]]&lt;br /&gt;
&lt;br /&gt;
== That&#039;s all! ==&lt;br /&gt;
&lt;br /&gt;
Now you know about the basics of updating your game on BGA Studio and testing your changes.&lt;br /&gt;
&lt;br /&gt;
Now you can select one of the tutorials to play with and start coding.&lt;br /&gt;
&lt;br /&gt;
For links to tutorials and ALL studio documentation see [[Studio]].&lt;/div&gt;</summary>
		<author><name>GoDodyGo</name></author>
	</entry>
</feed>