strange physics not working issue (1.3)
by Isaac Barbosa · in iTorque 2D · 02/02/2010 (8:27 pm) · 21 replies
Hi,
Physics was working great while enabling physics on my objects using setusesphysics(true) in 1.3 BETA.
Now, I build my project using 1.3 and some objects respond to the physics while other do not. So I´m wondering what could be wrong since the code is the same and was working with 1.3 BETA
Need Urgent help here please. Has somebody experienced this problem also while upgrading to 1.3 release?
Thanks
Physics was working great while enabling physics on my objects using setusesphysics(true) in 1.3 BETA.
Now, I build my project using 1.3 and some objects respond to the physics while other do not. So I´m wondering what could be wrong since the code is the same and was working with 1.3 BETA
Need Urgent help here please. Has somebody experienced this problem also while upgrading to 1.3 release?
Thanks
#2
Yes, its enabled throug code since the object is created dinamically: %object.setUsesPhysics(true);
And doesn´t works. If build using 1.3 Beta everything works fine, so I´m wondering if something is broken in 1.3 non beta
02/02/2010 (9:15 pm)
@Marc,Yes, its enabled throug code since the object is created dinamically: %object.setUsesPhysics(true);
And doesn´t works. If build using 1.3 Beta everything works fine, so I´m wondering if something is broken in 1.3 non beta
#3
Still, using that function should work as it is what the loading etc basically do.
How do you know exactly it does not work?
02/02/2010 (9:20 pm)
The 1.3 release is likely not really basing on the totally broken 1.3 beta but the working 1.2.Still, using that function should work as it is what the loading etc basically do.
How do you know exactly it does not work?
#4
Moving objects code:
02/03/2010 (11:28 am)
I know it doesn´t work because some game objects are not moving while others are. The strange issue is that the game works perfect while using 1.3 beta, the problem is the 1.3 release or 1.3.1Moving objects code:
%speed = 250; %targetX = %this.getPositionX(); %targetY = $ficha.getPositionY(); $ficha.moveTo(%targetX, %targetY, %speed, true, true);Non Moving objects code:
function points::go(%this){
%speed = 15;
%targetX = %this.getPositionX();
%targetY = %this.getPositionY()-20;
%this.setUsesPhysics(true);
%this.moveTo(%targetX, %targetY, %speed, true, true);
}
#5
Or asked differently: sure that the function is run and gets a valid %this?
Also, sure you didn't want to use setUsesPhysics(true) in the creation instead of this function thats likely called more than once?
02/03/2010 (12:06 pm)
The datablock is assigned in the scripting part of edit on the game object?Or asked differently: sure that the function is run and gets a valid %this?
Also, sure you didn't want to use setUsesPhysics(true) in the creation instead of this function thats likely called more than once?
#6
Thanks for your help.
Please note that this is whole functional if I build using 1.3 Beta or 1.2
I HAVENT CHANGED ANY CODE so I think that something is broken with last 1.3 since this stop working in the real hardware or simulator. Works perfect in the editor.
It has a valid %this.
No matter where setusesPhysics(true) is placed. It doesn´t works.
This is very frustrating :(
02/03/2010 (12:32 pm)
@Marc,Thanks for your help.
Please note that this is whole functional if I build using 1.3 Beta or 1.2
I HAVENT CHANGED ANY CODE so I think that something is broken with last 1.3 since this stop working in the real hardware or simulator. Works perfect in the editor.
It has a valid %this.
No matter where setusesPhysics(true) is placed. It doesn´t works.
This is very frustrating :(
#7
LUMA did some indepth work for 1.3 to bring it closer to be more than a PC technology that "by the way supports the iphone".
I haven't had problems in my prototype that bases on the Behavior_Shooter (noncomponent) from 1.2, but given there is potentially a problem I would love to find its root too
Is there anything else than this binding to datablock that differs between the objects? (also did you check the log if it mentiones the famous feared "unbinding error")
02/03/2010 (12:56 pm)
Problem with the old iTGB was that they were not really targeted or optimized for the iPhone.LUMA did some indepth work for 1.3 to bring it closer to be more than a PC technology that "by the way supports the iphone".
I haven't had problems in my prototype that bases on the Behavior_Shooter (noncomponent) from 1.2, but given there is potentially a problem I would love to find its root too
Is there anything else than this binding to datablock that differs between the objects? (also did you check the log if it mentiones the famous feared "unbinding error")
#8
What do you mean by check the log? console? And what that "unbinding error" means? I never hear of that...
And now I have a great problem!!!: I´ve updated the iPod OS to 3.1.3. and now when I try to install a new build I get the error:
"No provisioned iPhone OS device is connected"
Means that iTGB is not compatible with 3.1.3??
I´m gonna cry :(
Thanks again
02/03/2010 (1:14 pm)
@Marc,What do you mean by check the log? console? And what that "unbinding error" means? I never hear of that...
And now I have a great problem!!!: I´ve updated the iPod OS to 3.1.3. and now when I try to install a new build I get the error:
"No provisioned iPhone OS device is connected"
Means that iTGB is not compatible with 3.1.3??
I´m gonna cry :(
Thanks again
#9
As for the "check the log": when you start it on osx / windows you get a file console.log in the directory, if you start it from within xcode you can go to the debug view and view the gdb output.
potentially you will find errors there
02/03/2010 (2:37 pm)
The error you are now getting has nothing to do with iTGB at all, thats fully related to older iPhone SDKs not supporting newer OS versions.As for the "check the log": when you start it on osx / windows you get a file console.log in the directory, if you start it from within xcode you can go to the debug view and view the gdb output.
potentially you will find errors there
#10
Downloading 1.3.1 again to see if that fix the problem. My code is ok. Is not my problem, seems to be an iTGB problem.
02/03/2010 (3:44 pm)
Not luck at all with this.Downloading 1.3.1 again to see if that fix the problem. My code is ok. Is not my problem, seems to be an iTGB problem.
#11
Your code is ok with TGB, but not needfully with the iphone targeted T2Di 1.3, thats why I'm trying to help you find the issue.
Obviously some code must differ, otherwise it would work either for all or none
02/03/2010 (4:13 pm)
Thats not a granted thing thats why I ask.Your code is ok with TGB, but not needfully with the iphone targeted T2Di 1.3, thats why I'm trying to help you find the issue.
Obviously some code must differ, otherwise it would work either for all or none
#12
Sorry, I can´t check that right now. I must upgrade my OS to Snow leopard and download last XCode... once I do this I will come back. I really appreciate your help, I hope to eventually fix this ;)
02/03/2010 (6:10 pm)
@Marc,Sorry, I can´t check that right now. I must upgrade my OS to Snow leopard and download last XCode... once I do this I will come back. I really appreciate your help, I hope to eventually fix this ;)
#13
and differ in the sense of: some work and some don't so those who don't do something thats either not supported or expected to happen in a different way in 1.3
for datablock with functions one of the more common problems is that the binding doesn't work which also gives a corresponding error in the log, thats why I asked.
but potentially there are other things too that differ between the objects
also I think you should not mix datablocks and behaviors, just in case you do. either one or the other.
02/03/2010 (7:24 pm)
Just to clarify: with code I generally meant script and c++ code.and differ in the sense of: some work and some don't so those who don't do something thats either not supported or expected to happen in a different way in 1.3
for datablock with functions one of the more common problems is that the binding doesn't work which also gives a corresponding error in the log, thats why I asked.
but potentially there are other things too that differ between the objects
also I think you should not mix datablocks and behaviors, just in case you do. either one or the other.
#14
I´ve upgraded to Snow Leopard and I have last Xcode version. It´s strange but this is not working as should do.
After one day of thinking in the problem, I´ve figured how to fix, but it doesn´t make any sense:
Weird.
02/04/2010 (1:49 pm)
@Marc,I´ve upgraded to Snow Leopard and I have last Xcode version. It´s strange but this is not working as should do.
After one day of thinking in the problem, I´ve figured how to fix, but it doesn´t make any sense:
//this was working prior to iTGB 1.3 not now
function points::go(%this){
%speed = 15;
%targetX = %this.getPositionX();
%targetY = %this.getPositionY()-20;
%this.moveTo(%targetX, %targetY, %speed, true, true, true, 0.01);
}
//this IS working now in iTGB 1.3, but I should convert objects into "global" objects (?) using $points = %points, when %points is created.
function points::go(%this){
%speed = 15;
%targetX = $puntos.getPositionX();
%targetY = $puntos.getPositionY()-20;
$points.moveTo(%targetX, %targetY, %speed, true, true, true, 0.01);
}Weird.
#15
But if the second one works and the first not, then I would be forced to assume that the problem is the object on which you call go
02/04/2010 (4:05 pm)
theoretically both should be working.But if the second one works and the first not, then I would be forced to assume that the problem is the object on which you call go
#16
I´m forced to think that something is wrong with iTGB. And this because after an upgrade there are always stuff broken...
I think that at this point iTGB should not be announced for starters or hobbyst.
02/04/2010 (6:22 pm)
theoretically I don´t know what´s wrong... I´m forced to think that something is wrong with iTGB. And this because after an upgrade there are always stuff broken...
I think that at this point iTGB should not be announced for starters or hobbyst.
#17
Source development + iPhone = 2 strong reasons against starters.
Nothing speaks against hobbyists though
02/04/2010 (9:38 pm)
Don't know if it is advertised as such but if it is I agree.Source development + iPhone = 2 strong reasons against starters.
Nothing speaks against hobbyists though
#18
Anyone? I doubt it! :)
And it is very tricky (like in my case): Oh, I can make a game using TGB then I will go to the iPhone easily... and on damn... that´s not easy at all and is plenty of bugs...
02/04/2010 (10:22 pm)
"Torque Game Builder is the world's most powerful and easy-to-use 2D game engine. Built atop the common Torque core architecture, it offers many of the features of our cutting-edge 3D game engine, but customized for 2D gameplay. With development paths that allow publishing to Windows, Mac, Xbox 360*, Wii*, iPhone*, your game will reach the widest possible audience. And with its intuitive and powerful editor, anyone can jump into game creation with little to no prior knowledge."Anyone? I doubt it! :)
And it is very tricky (like in my case): Oh, I can make a game using TGB then I will go to the iPhone easily... and on damn... that´s not easy at all and is plenty of bugs...
#20
Try to write one from ground up with XCode ... :)
But thats the TGB advertisement, whats binding and of importance is the T2Di and at least last time I checked that it made it clear that you work with a source technology, not some "click and be happy editor" (thats the field of game salad and flash. simple, restricted and slow like hell)
02/04/2010 (11:41 pm)
It goes to the iphone easily.Try to write one from ground up with XCode ... :)
But thats the TGB advertisement, whats binding and of importance is the T2Di and at least last time I checked that it made it clear that you work with a source technology, not some "click and be happy editor" (thats the field of game salad and flash. simple, restricted and slow like hell)
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft