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...
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.
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.
#22
06/18/2010 (12:23 pm)
So all in all what are you saying? For iDevice development, Unity is far better?
#24
previous reply # 21
This sounds like behaviors no?
All in all you are saying any Torque engine just works inherently better with datablocks and class scripts?
And regarding Unity. I do not get exactly how it works. It seems it uses little ode (at least what I gathered from little readings) if so, I could not see the advantage over iTGB as programming, what you wanted your game to do had little flexibility? I was thinking Unity is much more rigid.
06/18/2010 (1:29 pm)
Yah that's where I was confused. previous reply # 21
Quote:
There you could select a specific datablock present in your project (with that we talk about real datablocks, not graphical datablocks. So for example datablock soldier etc with functionality).
This sounds like behaviors no?
All in all you are saying any Torque engine just works inherently better with datablocks and class scripts?
And regarding Unity. I do not get exactly how it works. It seems it uses little ode (at least what I gathered from little readings) if so, I could not see the advantage over iTGB as programming, what you wanted your game to do had little flexibility? I was thinking Unity is much more rigid.
#25
I can only recommend that you read the docs and learn more about behaviors and datablocks.
It seems that you currently do not understand either of the concepts and all I would tell you would only further confuse you.
If you want fast switching etc then behaviors are clearly the way to go, cause the datablock stuff is bound. you are either a "soldier" or you aren't you can not be "a soldier but also a mage" by just setting both, you would have to create an all new class then thats both.
Thats where behaviors shine if you want to create mini parts of functionality and combine them in flexible ways.
Common cases for such a thing for example are path follower and particle effect creation or path follower,scaling, fading and simple button and thinks like this for example which without behaviors mean a looot of code but with behaviors require you to code once and use and use and use
Unity uses as much functionality code as TGB or any program where you can do more than alter some trivial behavior.
06/18/2010 (3:13 pm)
No its not the same as behaviors.I can only recommend that you read the docs and learn more about behaviors and datablocks.
It seems that you currently do not understand either of the concepts and all I would tell you would only further confuse you.
If you want fast switching etc then behaviors are clearly the way to go, cause the datablock stuff is bound. you are either a "soldier" or you aren't you can not be "a soldier but also a mage" by just setting both, you would have to create an all new class then thats both.
Thats where behaviors shine if you want to create mini parts of functionality and combine them in flexible ways.
Common cases for such a thing for example are path follower and particle effect creation or path follower,scaling, fading and simple button and thinks like this for example which without behaviors mean a looot of code but with behaviors require you to code once and use and use and use
Unity uses as much functionality code as TGB or any program where you can do more than alter some trivial behavior.
#26
I was not trying to say they are the same (behaviors datablock assignment) but rather the method used in the older TGB version you were mentioning.
Well, so far, any behavior when applied crashes my system(wtf? ;:( .) so I am thinking if these is the case I may need to translate my behaviors into class scripts. A bummer indeed.
So you use both Unity and iTGB? or have used both? Either way, I do see you are here so that may preclude your answer but which do you prefer? I only ask because this seems overly difficult (disappointingly so, as I had no idea the fundamental differences between TGB and iTGB. If they are so different I think they should be named so, like iTourque and TGB. Something more obvious.
06/18/2010 (3:36 pm)
Thanks.I was not trying to say they are the same (behaviors datablock assignment) but rather the method used in the older TGB version you were mentioning.
Well, so far, any behavior when applied crashes my system(wtf? ;:( .) so I am thinking if these is the case I may need to translate my behaviors into class scripts. A bummer indeed.
So you use both Unity and iTGB? or have used both? Either way, I do see you are here so that may preclude your answer but which do you prefer? I only ask because this seems overly difficult (disappointingly so, as I had no idea the fundamental differences between TGB and iTGB. If they are so different I think they should be named so, like iTourque and TGB. Something more obvious.
#27
Crashes like this are only possible through security software or when the hardware fails (too hot and alike)
I use both. But as contract developer I am getting more contracts on the Unity side so use it more actively in my everydays work.
As mentioned both have their place thats why I have both.
Unity iPhone will cost you potentially more especially if you have little to no background in the field and just have to pay for the enhancements and code you want.
Also you don't have any engine sources. You have your behaviors and whats exposed there.
And you have to eat the fact that 13mb of your app size & 13mb of RAM are gone by default due to the engine and mono.
Due to not having source access the benefit is that they have a trial which you can give a go to get a feel yourself which one you would prefer. For unity iphone just keep in mind: OSX only, no way to use windows nor will there ever be one
06/18/2010 (3:42 pm)
If any behavior crashes the whole system I would think that you have a serious problem with the system, cause TGB / iTGB can not crash the system. Its just a software, nothing with low level access.Crashes like this are only possible through security software or when the hardware fails (too hot and alike)
I use both. But as contract developer I am getting more contracts on the Unity side so use it more actively in my everydays work.
As mentioned both have their place thats why I have both.
Unity iPhone will cost you potentially more especially if you have little to no background in the field and just have to pay for the enhancements and code you want.
Also you don't have any engine sources. You have your behaviors and whats exposed there.
And you have to eat the fact that 13mb of your app size & 13mb of RAM are gone by default due to the engine and mono.
Due to not having source access the benefit is that they have a trial which you can give a go to get a feel yourself which one you would prefer. For unity iphone just keep in mind: OSX only, no way to use windows nor will there ever be one
#28
I add behaviors, run the game and it will not even tho those same behaviors are fine in TGB.
06/18/2010 (3:43 pm)
what I mean by crash is, I run a game in iTGB, with sprites simply on screen, no behaviors attached, it's fine.I add behaviors, run the game and it will not even tho those same behaviors are fine in TGB.
#30
So 10.6.4 is available now? Basterds.
06/18/2010 (7:14 pm)
what do you mean by that? I am just bought my OSX from the store last week. I just looked at it, it says 10.6.3. WTF?! It has acted semi glitchi too. Long loading times in Safari, a little glitchy, not like my old OSX. So 10.6.4 is available now? Basterds.
#31
10.6.4 is an update to 10.6.3 and you will get it automatically through the system updates.
06/18/2010 (7:38 pm)
Please stop behaving like a child and inform yourself instead of swearing.10.6.4 is an update to 10.6.3 and you will get it automatically through the system updates.
#32
06/18/2010 (7:41 pm)
Please do not insist I am acting like a child, merely a little frustrated. But no worries over all I am quite happy with the directions of this. It is my thread so mehn. jking relax.
#33
But this kind of reaction doesn't help, especially when basing on wrong assumptions.
What you bought from Apple is OSX 10.6
All minors of it (10.6.1 through 10.6.x) will be free and provided through the system update functionality. It will normally even popin itself to request the right to restart the system for its install, though it takes 2-3 days post release until that happens.
06/19/2010 (3:15 am)
I don't insist on it, no worry :)But this kind of reaction doesn't help, especially when basing on wrong assumptions.
What you bought from Apple is OSX 10.6
All minors of it (10.6.1 through 10.6.x) will be free and provided through the system update functionality. It will normally even popin itself to request the right to restart the system for its install, though it takes 2-3 days post release until that happens.
#34
I'm going to to mirror your set up (or O'connors) or somebody's that's got it working
so far, even with the os x update it's still unusable for me
06/19/2010 (4:57 am)
@Marc what version of itgb are you using? - r u still on 1.3.1?I'm going to to mirror your set up (or O'connors) or somebody's that's got it working
so far, even with the os x update it's still unusable for me
#35
I See I did not realize that. I am relatively new to programming in general so forgive me.
@Dan,
when you say unusable, what do you mean?
06/19/2010 (5:52 am)
@Marc, no worries, same.I See I did not realize that. I am relatively new to programming in general so forgive me.
@Dan,
when you say unusable, what do you mean?
#36
06/19/2010 (6:09 am)
like i want a refund 'cause it don't work... at all
#37
Images, disappear
behaviors crash games
:?
06/19/2010 (6:15 am)
what are the problems you have been seeing? Are they like mine?Images, disappear
behaviors crash games
:?
#38
The problem happens not only with iT2D but with TGB, though I never experienced it with TGB. When I had the problem and did not get a reply back from GG I did a lot of digging and found that others, like the one I posted earlier, had the problem on both engines but very sporadic.
The problem has been pointed out mostly on a MAC but it can and does happen on Windows.
I think the problem lies in the lack of installer and something with the enviroment variables. Hopefully with the new packaging and new installer for iT2D the issue will be fixed. Since QA is taking a lot longer then expected, maybe they found this bug as well and they are trying to fix it, but I don't know.
06/19/2010 (6:23 am)
Dan you will find the problem in the previous releases as well. I have made several posts about this issue, others have made posts about it and not a one has ever been addressed by a GG employee. Most of the time GG thinks that people are forgetting to add the per level datablocks and just blow it off and state, read the docs or never reply at all.The problem happens not only with iT2D but with TGB, though I never experienced it with TGB. When I had the problem and did not get a reply back from GG I did a lot of digging and found that others, like the one I posted earlier, had the problem on both engines but very sporadic.
The problem has been pointed out mostly on a MAC but it can and does happen on Windows.
I think the problem lies in the lack of installer and something with the enviroment variables. Hopefully with the new packaging and new installer for iT2D the issue will be fixed. Since QA is taking a lot longer then expected, maybe they found this bug as well and they are trying to fix it, but I don't know.
#39
I tried the windows version, but still super buggy. It's been a few days now tinkering with this stuff, someone somewhere is laughing at me for thinking I could just build a game on the iphone using torque like they say.
@ Pubily- what is your set up? - your comment screams instant refund. Ppl have been successful... how?
I got lots of other torque stuff- sure the other engines are buggy and frustrating- but this is over the top
$500- like whoa GG guys, you got's to tighten the ship
06/19/2010 (7:00 am)
@ rennie- ya pictures disappear, as soon as I add more that 2 different sprites, the first sprites disappear, the more sprites I add, the existing sprites disappear, then after reloading they appear in itgb as blank boxes.I tried the windows version, but still super buggy. It's been a few days now tinkering with this stuff, someone somewhere is laughing at me for thinking I could just build a game on the iphone using torque like they say.
@ Pubily- what is your set up? - your comment screams instant refund. Ppl have been successful... how?
I got lots of other torque stuff- sure the other engines are buggy and frustrating- but this is over the top
$500- like whoa GG guys, you got's to tighten the ship
#40
hmm well I think I found the root of my problems. I had added in the behaviors and levels by copy and pasting my work from TGB, including all .dso files. This is what was causing my issue as now I can load and play a level. However, I have not got it to work fully yet, as my splash screen coding does not work, when I have followed, what works before.
So here is hoping. ::::))(III)(((((I
06/19/2010 (7:38 am)
@Danhmm well I think I found the root of my problems. I had added in the behaviors and levels by copy and pasting my work from TGB, including all .dso files. This is what was causing my issue as now I can load and play a level. However, I have not got it to work fully yet, as my splash screen coding does not work, when I have followed, what works before.
So here is hoping. ::::))(III)(((((I
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
The functionality was a simple dropdown over the whole sprite etc stuff in the normal editor view. There you could select a specific datablock present in your project (with that we talk about real datablocks, not graphical datablocks. So for example datablock soldier etc with functionality). it allowed you to create new objects in the levels with such a datablock attached without selecting them again, switch over to edit - scripting and manually set it there.
Working with this kind of thing is very different but for programmers commonly also easier cause its "pure OO" if you want to call it like that.
Especially when it comes to cross relation etc it can become much easier. And unlike behaviors, it is able to work with interitance which for games like RPG and RTS is just a must for at least part of the code (Movable -> {Actor, dynamic scenery, trigger object} with Actor -> {soldier, mage, archer} and alike for example)
I know the benefits of both sides as I'm also a very active Unity user and unity bases any work you want to do around a similar behavior pattern.
It would potentially be great in TGB / iTGB too if TGB wouldn't have the Torque base and thus strong datablock relationship but the torque base is datablocks and OO, not behaviors and it never will be as datablocks are the fundament upon which any non TX torque engine bases till to its deepest core. Even the networking fundamentally bases on them.