Game Development Community

a few woes

by rennie moffat · in iTorque 2D · 06/17/2010 (9:30 am) · 181 replies

Hi there, anyone who has been following me this week understands my situation. I built, stupidly, my app in TGB, not iTGB, anyhow, essentially I have simply been transferring all I did into iTGB however I have run into two problems.


1. when I run my game it crashes.

2. my player animation (idling) is of the same size (object is 32x32) however in TGB the actual sprite, at least what was visible was only a quarter of that size. It sat, very quietly in the middle, in other words it did not take up the whole 32x32 space. In iTGB however the object is still 32x32 but the animation is bloated. It is stretched out to fill the entire space. I am not sure why, any suggestions?

edit; cont from pt2.
I have just noticed, as I say, my level, opened up, everything appears to be fine. all objects, positions, sizes are correct. However, when I drag in those same elements into the editor fresh, they are a good 20% larger. I think this may have something to do with resolution, but in the level.t2d's I see no "resolution" or something like that to adjust.


3. Images are not being called.
I have redone every image i needed, created animations, etc. Saved then reloaded my game. All images are gone. They still exist in the folder "game/data/images" but are not called into the editor.

3 cont.
I just created a whole new project and loaded in one image, thinking one of my files may have corrupted the project, but the same thing happened. The message i get is...
Quote:
Invalid Project Data
This project contains 1 invalid datablock. This is likely because a referenced image file was deleted from the project directory.

How can this be? I created the image, simply calling into the editor, pulled it onto the level editor, saved, then reloaded the game just to test.







If anyone can help me out with these pressing issues I would greatly appreciate it.

Thanks.




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.

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#1
06/17/2010 (12:45 pm)
Rennie, what version of iTGB are you using, 1.3 or 1.4?
#2
06/17/2010 (12:46 pm)
1.4 beta
#3
06/17/2010 (1:53 pm)
3. Sounds like a datablocks issue.? But you are using 1.4 (which i havent seen yet as i am working on 1,3 for the duration of my current game) which should be better for the datablocks. Basically when you develop in TGB and move it across there is a different folder structure (why they cant provide an import tool i dont know)... in data/levels/ datablocks you should have a datablock for each scene.

The invalid datablock is basically in the datablocks file it points to a graphics object name that no longer exists in the project. You need to write down the name that it displays, then go through your datablock files and remove it.

Not sure if any of that makes any sense, hopefully it makes alittle sense :)
#4
06/17/2010 (4:50 pm)
Kinda makes sense, but not really. As I say, in TGB, in this game, I used no datablocks.

#5
06/18/2010 (4:50 am)
Jason is almost definitely correct in the problem. Rennie, you almost certainly will have datablocks in managed datablocks. With 1.4 you need to move them across in the datablocks for the level - there is an editor now which allows you to do this.
#6
06/18/2010 (6:21 am)
Please some of the new samples structure and follow, then delete all the .dso and re-run again on iTGB
#7
06/18/2010 (9:00 am)
Ok, so I gave the "Edit Level Datablocks" a go. I imported a few images, that are in an already scripted level. After transferring those sprites into the datablock (via Edit Level Datablocks) I reloaded the project thinking these objects would no be seen in the level. But in fact what happened is, not only were not imported into the scene they are not in the "static sprite" rollout menu either.


Not cool.
I will be fiddling with this all day. If anyone can help, please do.


Cheers.
#8
06/18/2010 (9:06 am)
The images you are loading, what type are they, i.e. .jpeg, .png?
#9
06/18/2010 (9:11 am)
.png's
#10
06/18/2010 (9:49 am)
Rennie,

I too can create this problem on my machine, so it is not just you. My assumptions are that you are using the reload button. I have tested this many times and if you use the reload it seems to cause problems.

Try this out, create a new project, select empty project and name it what ever you would like.

Click on the project tab and select in the device settings iphone/ipod touch and landscape, press apply.

Scroll back so you can see the two squares, click on the save icon in the tool bar, then go file and save.

Close iT2D and restart it.

Choose open and navigate to your project name, the one you just created, and open the .t2dproj file.

Click on the create new image map icon and select your .png file but do not add it to your scene.

Click on edit level datablocks icon. Select your image name and click the right arrows button then click apply.

Click on the save icon in the tool bar, then click on file and save. Close iT2D. If prompted to save again, accept it.

Restart iT2D, select open and select the .t2dproj file again.

Do you get an error when you do this?
#11
06/18/2010 (10:31 am)
OK this is beyond frustrating.




I did as you said Pubily and it works, sometimes. I did notice that if I use the Reload Project it does make my images vanish from the scene builder AND the editor. Not good.

One thing that was good, until I add my pics into the datablock via the datablock editor, they do not appear, but if I do, they do. Good.

A few peculiar things. I quit and rebooted the project, and everything vanished again, datablock issues again, even though I had just saved them, or added them to the editor.

Another, my project, when ran, would show images. Great. Then I attached behaviors (that work in TGB just fine) and the game would not run. Not cool.


So what am I left with? Currently a system which sometimes reboots accurately, but sometimes not. Not cool, and a system which chooses to crash if I attach behaviors. Sorry for the harsh language, but WTF?!
#12
06/18/2010 (10:45 am)
ya thats me too, makes me want to cry
you using itgb on mac or windows?
#13
06/18/2010 (10:50 am)
On a mac. If I split my drive and run it on Windows, do I stand a better chance because this is bullsh@t.



#14
06/18/2010 (11:12 am)
As a first step I would recommend you to stop comparing stuff to TGB.
This is not TGB and there are variosu changes under the hood required to have stuff running optimal on the device.
The editor also was altered to serve this purpose better (per level datablock editor, target platform setting, source rect functionality and its exposure etc).

I can guarantee you that by comparing and relying on what you did in TGB, you can really only cause more problems to you.


As for stuff vanishing. Have not seen this happening after the initial one time which is a punishment for me not clearing out the iTGB settings folder before using the updated version
#15
06/18/2010 (11:12 am)
It will not make a difference, it happens on both windows and mac. This is a bug and has been asked many times and no fully reported resolution. This bug dates back for some time and not only with iT2D but with TGB and before individual datablocks per level. It is an odd bug that is starting to show its head more and more.

Here is a link to this issue reported in september of 09 www.torquepowered.com/community/forums/viewthread/101809

So as far as reporting it as a bug here we will get the response that it is a TGB problem. Report it there and they will say it is a core problem or they can't replicate it.

Regarldess it is a bug and it is causing people problems and needs to be addressed. This still happens even if you clear out the settings folders.
#16
06/18/2010 (11:14 am)
I don't know, i'm gonna try on windows tonight and see.
It's definitely unusable for me at this point.
#17
06/18/2010 (11:22 am)
@Marc, can you tell us your set up and work flow
#18
06/18/2010 (11:28 am)
@Marc
ok, no more comparisons, I get yah.
iTGB it is. word.

Quote:
As for stuff vanishing. Have not seen this happening after the initial one time which is a punishment for me not clearing out the iTGB settings folder before using the updated version
I have iTGB 1.4 beta, freshly installed. I did not replace anything, or write over anything, I just loaded it. Do you clear out iTGB settings folder for each project or for the entire iTGB system software, and do it only once? Either way, I was unable to find any iTGB Settings folder, in projects or in system.

Please explain if you can.


@Pubily
Quote:
It will not make a difference, it happens on both windows and mac. This is a bug and has been asked many times and no fully reported resolution. This bug dates back for some time and not only with iT2D but with TGB and before individual datablocks per level. It is an odd bug that is starting to show its head more and more.
Yikes. I do not like the sound of that. I never experienced anything like this. I realize what Marc has said, do not compare iTGB to TGB, but without disagreeing, why not, they (TGB) solved it. Why not here? And again, is there a little trick to work around this? IE, only open the file, by double clicking on the project to start iTGB and load the file?

Currently Watching video, will reply with more later.













#19
06/18/2010 (11:28 am)
Can do so at a later point in more detail but the two important parts:

1. OSX 10.6.4 on a 2008 MacBookPro. Previously iphone os 3.1.3 sdk, now 4.0 GM sdk

2. I normally don't use behaviors or only for minimal stuff.
I originally thought they are a new flashy functionality back in TGB 1.5.x days till I realized the overhead they have and how much they piss into any well structured and layed out architecture with inheritance requirement. I work primarily with datablocks and class functions.
As such I am among those who hate GG or better their decision to drop the "datablock dropdown" dropdown menu present in TGB <= 1.1.3 which allowed you to create new objects in the level with a datablock attached. Till TGB 1.7.4 I've reimplemented that thing into every single new version and I hope that now with the change of head on the iDevice branch end, that there will be officials that agree with me on that and bring it back better the sooner than the later.

That I dropped with working heavily with behaviors is also shown on the TDN as I only created 2 RTS behaviors (selection rect and selection) there although I originally intended to created the full set required to create basic RTS functionality. But the backfires I got from behavior + datablock classes somewhen just cut my last nerve on the way through 1.5.x - 1.7.x
#20
06/18/2010 (11:44 am)
I am not sure what you mean by this...

Quote:
heir decision to drop the "datablock dropdown" dropdown menu present in TGB <= 1.1.3

I do not believe I have ever used this? is it similar to the datablock level editor iTGB has now? I have never really used datablocks. Let me be clear, their benefit is what? The load at initialize of scene? game?


Also, is it official/fact that behaviors slow performance? Again, I find behaviors, on the programming end, to be helpful and obvious. They allow me to code easily. They are all I have relied on. How much different is coding with Class Functions? Should I learn this?


Another funny thing that has happened today. I built a level (mini test) and added some behaviors vital to my game. Not only did it crash when I ran it, but I opened the level.cs and some objects, which had behaviorA attached once in the editor, had it attached twice in the level.cs file. Very weird. iTGB what a go on?!








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