Game Development Community

Issues with 1.2 and 1.3.1

by Jason Darby · in iTorque 2D · 04/05/2010 (3:02 am) · 21 replies

Ok i am getting strange issues with both versions of iTGB.

If i load it into the latest version:

1. I have a menu with a number of images, these images will display text based on different languages, in 1.3.1 it shows only 1 word, while in 1.2 it correctly shows all of the different words (images), it seems 1.3.1 is showing only one particular image from the set.

2. in 1.3.1 other than the text (image) issue the screen looks correctly, while in 1.3 it is up in the top right hand corner and above it is some screen corruption.

Please note this is all in the simulator as i am struggling with stupid provisioning again :(

Jason

About the author

Computer games book author, have written 6 game creation books, published by Cengage Course Technology. Owner of Arcade website www.madword.com and Castle software.

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#1
04/06/2010 (9:54 am)
Anyone had any issues moving projects from the previous non 3.X versions?
#2
04/06/2010 (10:47 am)
it seems my timers for my previously released game that timers and rotation no longer work (timer doesnt count down to 0) in 3.X... anyone know of any reasons why>? This is in the simulator by the way, which worked perfectly before.
#3
04/06/2010 (11:04 am)
T2Di 1.2 and before are for iPhone OS 2.x
For usage of OS 3.x you will want to upgrade to 1.3.x instead.

As for the image: level datablocks etc are all used correctly? (see the included pdfs). 1.3+ don't load the global datablock anymore and its also your task to delete the objects and datablocks that you don't need in the next level at the end of the level
#4
04/06/2010 (11:51 am)
I am starting to get very confused...lol

So let me tell you what i think i have, having checked:

Phone - 3.1 (7C144)
iTGB - 1.3.1
Xcode 3.2.1
iTunes - 9.0.3(15)

Does any of that conflict?

Jason

Ps I developed Whack Em World Tour using 3.1 phone OS and 1.2 iTGB and all was well (this was on my older Mac)
#5
04/06/2010 (1:09 pm)
No they won't conflict but the project needs to set the datablocks etc all fine per T2Di 1.3 requirements which are different than T2Di 1.2 requirements due to the higher degree of optimization with the integration of the per level datablocks (the datablocks.cs etc you used previously are not used by the game at all, only by the editor)

Can't give a hint on point 2 though, never seen that aside of cases where the screen resolution was set wrong / where the maingui data were incorrect and didn't cover the whole screen so parts were never drawn at all (and thus have the random garbage from the VRAM buffer)
#6
04/06/2010 (3:00 pm)
Ah ok.. i think i understand now. So at the moment all datablocks are in managed, which work for the editor, and not in the new levels.. is it just a case of copying those datablock.cs files across or is there somewhere else i need to repoint everything.. sorry for the simple questions, i outsource most of the programming, but its good for me to know some of the basics when talking to programmers :D
#7
04/06/2010 (4:15 pm)
The strange thing is that for my old project most of my graphics are appearing, i have two clouds (the one that i can just see off screen, which isnt moving - its supposed to be moved along the path)... would these new datablocks.cs files have any impact on that (the objects movement) or counters counting down etc?
#8
04/07/2010 (1:44 pm)
Having checked the files all of the dataconfig info is within a file called datablocks_init.cs within the gameScripts folder... i suspect i have to break all of this down into its component level parts within data/levels/datablocks/*nameofscenelevel_datablocks.cs

Ok so just for info, how is this then called, does iTGB know about these datablocks and called them automatically or will it be activated in the following files/execs as shown below.

main.cs
exec("~/gameScripts/game.cs");

gameScripts/game.cs
exec("~/data/levels/datablocks/main_datablocks.cs");

Does this seem correct? Sorry to be a pain, but hopefully i am not a million miles away from where i need to be to get this working.
#9
04/07/2010 (10:34 pm)
This is a common hurdle for people. The new way of setting up your datablocks is more efficient however the implementation is now a manual process and not automated in the TGB Editor like it should of been. The "T2D_iPhone_1_3_1\Documentation\iPhone Docs\" files do give a thorough explanation of what you need to do.
#10
04/08/2010 (1:36 pm)
Ive read that documentation, and to be honest its not that clear. :(

OK let me restart what the issues are..

1. Using the datablocks in the old method, ALL graphics appear, animations work, sound, the only thing that doesnt is object movement/rotations and counter changes... is this due to the data block isssue? As the documentation says objects wont actually appear (it doesnt mention any other side effects).

2. Having copied the datablock, renamed etc as described in the document, and i remove any links to Exec of that file i get a blank screen, if i put an exec to the level file it again displays the files but again does not work.

I am really getting confused, any help getting to the bottom of this would be appreciated.

Thanks

Jason
#11
04/09/2010 (11:13 am)
Right i think i might have figured out why its all going horribly wrong...

I created a new project in iTGB, then i copied the old project over the new project folders... i will copy over only the key stuff to see if that helps :D

Jason
#12
04/11/2010 (5:57 am)
Ok so it looks like a number of folders that existed in 1.2 no longer exist in 1.3.1.

Do anyone have any advice for the best way to get a 1.2 project into 1.3. I was creating a new project and then copying and pasting my project over the top of the blank created project. But even with the problems i am having, perhaps i should not do this anyway.

What is the best way to get my project into 1.3.1?

Thanks

Jason
#13
04/11/2010 (9:03 am)
SVN diff or WinMerge and a lot of patience :)
#14
04/11/2010 (9:30 am)
hehe yes it does seem that way... for a point update its causing me alot of trouble :|
#15
04/12/2010 (4:08 pm)
Well after spending alot of time messing about copying/deleting files over the last few days, I just cannot get it to work.

I cannot believe a point release is causing me such issues :(

Would anyone be kind enough to look at my original project files and try to fix it for me? If not looks like i will have to try and regress back a version as i have two/three games that i need to get working (was using my first game as the catalyst for sorting out those).

Jason
#16
04/12/2010 (5:07 pm)
Hi Jason, I'm happy to take a look but it might not be until tomorrow evening? Is this any help?

Cheers
#17
04/13/2010 (9:45 am)
Hey Scott,

That is very kind of you indeed. Yes it would be very helpful indeed. Let me know the email address to send you the files.

Jason
#18
04/13/2010 (12:46 pm)
Hi Jason, no probs, scott.wilsonbilling at mac.com.
#19
04/13/2010 (1:26 pm)
Thanks Scott, have emailed the files. Many thanks again.
#20
04/17/2010 (4:56 am)
Just wanted to mention that Scott was a total star and rectified the issues (thanks :).

The problem was that there were changes to both physics and timers, which had been switched off in 1.3.1 (optimisations).
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