where do iTGB Behaviors go?
by rennie moffat · in iTorque 2D · 06/16/2010 (6:20 am) · 10 replies
Hi, I am wondering, where would I save, store my behaviors in iTGB/iT2d ( i still don't know the difference between these two, is there one?)?
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
I created my own behaviors folder in the game/ folder but that did not seem to work.
Also, I may seem to be missing something but optimizing images to the power of 2, is this required or recommended and from experience is it really that much more effective in enhancing performance.
Cheers.
06/16/2010 (7:08 am)
ok, but my most important question.. where do the behaviors get stored? I created my own behaviors folder in the game/ folder but that did not seem to work.
Also, I may seem to be missing something but optimizing images to the power of 2, is this required or recommended and from experience is it really that much more effective in enhancing performance.
Cheers.
#3
Square is required only if you wanted to use PVR compression
Behaviors: As you can see on the 1.4 news posting
06/16/2010 (9:26 am)
power of 2 is required yes.Square is required only if you wanted to use PVR compression
Behaviors: As you can see on the 1.4 news posting
Quote:Behaviour directory changed: game/behaviors to game/scripts/behaviors
#4
thanks.
do you think my plan to "switch over" info will work? TGB project, moves files to new to iTGB project? Should do eh? Also, will by rebuilding my project in iTGB will it alleviate the erroneous errors I continually saw when I transferred my TGB project to XCode?
06/16/2010 (9:34 am)
i did not see that. there was none native to the folder.thanks.
do you think my plan to "switch over" info will work? TGB project, moves files to new to iTGB project? Should do eh? Also, will by rebuilding my project in iTGB will it alleviate the erroneous errors I continually saw when I transferred my TGB project to XCode?
#5
06/16/2010 (9:59 am)
sorry don't understand the last sentence
#6
ps. of note I have just done, what I thought would work. I have noticed that my images do not appear in the editor. This method in TGB works. Anyways, my images are in game/data/images but again, upon reload of the project do not appear in the static sprite pane in the editor, a bit of a surprise.
06/16/2010 (10:16 am)
Well, I had a project completed in TGB with the intention of publishing it for iDevices. Foolishly I did not think there was any significant differences. So long story short when I have tried to upload to XCode I have incurred many errors. My thinking was that I built in TGB, not iTGB. So I was just wondering what you thought. By simply copy pasting the Behaviors to the right folder, images, game scripts etc, if that will alleviate my XCode issues. ps. of note I have just done, what I thought would work. I have noticed that my images do not appear in the editor. This method in TGB works. Anyways, my images are in game/data/images but again, upon reload of the project do not appear in the static sprite pane in the editor, a bit of a surprise.
#7
TGB to iTGB is not copy paste, by far not.
The desktop side has no requirement to be really efficient (actually TGB itself is not that efficient and most games I've seen have no problem wasting 200-300mb of RAM, thats 10 times the amount of ram available on first and 2nd gen devices for example).
See the pdfs provided with iTGB to learn about the things involved like per level datablocks etc.
also look at the example to see the new structure of projects, cause your tgb one will be incorrect
I would also be prepared to redo art in a more optimized way, do pvr compression where adequate etc
And prepare to get rid of particle effects and use precalculated image animations for example (TimelineFX is a superb app for this purpose)
06/16/2010 (4:11 pm)
No you must port stuff.TGB to iTGB is not copy paste, by far not.
The desktop side has no requirement to be really efficient (actually TGB itself is not that efficient and most games I've seen have no problem wasting 200-300mb of RAM, thats 10 times the amount of ram available on first and 2nd gen devices for example).
See the pdfs provided with iTGB to learn about the things involved like per level datablocks etc.
also look at the example to see the new structure of projects, cause your tgb one will be incorrect
I would also be prepared to redo art in a more optimized way, do pvr compression where adequate etc
And prepare to get rid of particle effects and use precalculated image animations for example (TimelineFX is a superb app for this purpose)
#8
ok, I am hoping that at least my levels stand up or will I have to redo each of those? as in drag n each, place it appropriately, attach behaviour, and name and select all items associated with it? I really hope that is not the case.
::)()(
06/16/2010 (4:20 pm)
hmm.ok, I am hoping that at least my levels stand up or will I have to redo each of those? as in drag n each, place it appropriately, attach behaviour, and name and select all items associated with it? I really hope that is not the case.
::)()(
#9
06/16/2010 (5:30 pm)
The levels will work fine. But you must create all the per-level datablocks (1.4 Beta 2 has a nice editor for that), otherwise you will get large levels of nothing on the iphone / simulator :)
#10
In my programming I had no datablocks made up for any classes that were called in the game.cs
06/16/2010 (6:07 pm)
hmm, i am not sure what this means. I thought each level, .t2d stored in the levels folder was the datablock.In my programming I had no datablocks made up for any classes that were called in the game.cs
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