Frustrated
by Shakey · in Torque Game Builder · 03/30/2006 (6:22 am) · 15 replies
Hi
I guess I can I start off by saying I am really frustrated. I bought the TGB engine Sunday and to this point I have only been able to get the basic tutorial to run with the new version (Thanks to a posting by Mike Liiligreen), but up until yesterday I couldn't get it to run with the current version, I had to use the 1.0.2 version. Now I don't know about everyone else but I can't stand jumping from one version to the next and things not matching up like the tutorials say. Now I want to work on the platformer tutorial and it also seems to be giving me headaches! Where are the updated tutorials!
I thought and thought it over many times should I buy this engine over the past year, and when I decide to buy it, I run into to much for a $80 package. Don't get me wrong I think it will be great once the documentation is updated but right now it isn't cutting it. I also have the TGE 1.4 and it seems to work far better after getting the 3D Game Programming all in One Book, but then there I am having art and modelling problems.
Should I wait to use the 2D engine until better documentation is available or what because I feel like I wasted my money. I could have went out and purchased another 2D game engine with up to date tutorials.
Which version is more stable with the tutrials on TDN
A. TGB 1.1 beta 2
B. Torque SDK 1.0.2
I don't even have TGB 1.1 Beta1
What is the deal
I guess I can I start off by saying I am really frustrated. I bought the TGB engine Sunday and to this point I have only been able to get the basic tutorial to run with the new version (Thanks to a posting by Mike Liiligreen), but up until yesterday I couldn't get it to run with the current version, I had to use the 1.0.2 version. Now I don't know about everyone else but I can't stand jumping from one version to the next and things not matching up like the tutorials say. Now I want to work on the platformer tutorial and it also seems to be giving me headaches! Where are the updated tutorials!
I thought and thought it over many times should I buy this engine over the past year, and when I decide to buy it, I run into to much for a $80 package. Don't get me wrong I think it will be great once the documentation is updated but right now it isn't cutting it. I also have the TGE 1.4 and it seems to work far better after getting the 3D Game Programming all in One Book, but then there I am having art and modelling problems.
Should I wait to use the 2D engine until better documentation is available or what because I feel like I wasted my money. I could have went out and purchased another 2D game engine with up to date tutorials.
Which version is more stable with the tutrials on TDN
A. TGB 1.1 beta 2
B. Torque SDK 1.0.2
I don't even have TGB 1.1 Beta1
What is the deal
#2
03/30/2006 (7:11 am)
Ok well is it a possibilty that I may find a download link for The TGB Beta 1 because this is the one that seems to be referenced more.
#3
Here is a way to get rid of the level editor and work direct with scripts like in the tutorials:
Open up main.cs in the Games/T2D folder. Change initializeProject to look like this:
Save and close main.cs, in the gameScripts folder open up game.cs. Change it to this (as it relates to the platformer tutorial):
Create gameData.cs and player.cs files in the gameScripts folder and follow the tutorial. Datablocks.cs is now found in the managed folder. I haven't tested this all but I think it should work. Let me know if there is a problem.
03/30/2006 (7:59 am)
Beta 1.1 is 23 meg, which is a bit too big for email or TDN even.Here is a way to get rid of the level editor and work direct with scripts like in the tutorials:
Open up main.cs in the Games/T2D folder. Change initializeProject to look like this:
function initializeProject()
{
// Load up the in game gui.
exec("~/gui/mainScreen.gui");
// Exec game scripts.
exec("./gameScripts/game.cs");
// Remove the following four lines if you would like to start the game without running the
// level builder.
//if ($runWithEditors)
//{
// toggleLevelEditor();
// return;
//}
// This is where the game starts. Right now, we are just starting the first level. You will
// want to expand this to load up a splash screen followed by a main menu depending on the
// specific needs of your game. Most likely, a menu button will start the actual game, which
// is where startGame should be called from.
startGame();
}Save and close main.cs, in the gameScripts folder open up game.cs. Change it to this (as it relates to the platformer tutorial):
//---------------------------------------------------------------------------------------------
// startGame
// All game logic should be set up here. This will be called by the level builder when you
// select "Run Game" or by the startup process of your game to load the first level.
//---------------------------------------------------------------------------------------------
function startGame(%level)
{
// Set The GUI.
Canvas.setContent(mainScreenGui);
Canvas.setCursor(DefaultCursor);
//moveMap.push();
//sceneWindow2D.loadLevel(%level);
// Add exec statments here
exec("./gameData.cs");
exec("./player.cs");
setupT2DScene();
}
//---------------------------------------------------------------------------------------------
// endGame
// Game cleanup should be done here.
//---------------------------------------------------------------------------------------------
function endGame()
{
//sceneWindow2D.endLevel();
//moveMap.pop();
}
function setupT2DScene()
{
// Create our scenegraph
new t2dSceneGraph(t2dScene);
// Associate Scenegraph with Window.
sceneWindow2D.setSceneGraph( t2dScene );
// Add custom game code here...
createPlayer();
createLevel();
}Create gameData.cs and player.cs files in the gameScripts folder and follow the tutorial. Datablocks.cs is now found in the managed folder. I haven't tested this all but I think it should work. Let me know if there is a problem.
#4
Also I wish there was a way for me to get that Version.
Does anyone anywhere now how I can get it.
03/30/2006 (8:06 am)
Is this the setup for each tutorial I should use. Thanks for any infoAlso I wish there was a way for me to get that Version.
Does anyone anywhere now how I can get it.
#5
1.02 is the last stable version, but it is not adviceable to use it as TDN is focused around the actual versions and the new possibilities.
03/30/2006 (8:13 am)
You can't get it anymore. It was replaced with the actual beta. 1.02 is the last stable version, but it is not adviceable to use it as TDN is focused around the actual versions and the new possibilities.
#6
Willie,
The setup above *should* work with most of the tutorials around. In the above example I put in a bit of code (in game.cs) from the platformer tutorial. It was:
// Add exec statments here
exec("./gameData.cs");
exec("./player.cs");
and
// Add custom game code here...
createPlayer();
createLevel();
Obviously those would need to be changed or removed based on which tutorial you are looking at.
03/30/2006 (8:26 am)
Well, honestly version 1.1 Alpha1-4 and Beta1 and 2 were just as stable as 1.0.2 ever was. ;)Willie,
The setup above *should* work with most of the tutorials around. In the above example I put in a bit of code (in game.cs) from the platformer tutorial. It was:
// Add exec statments here
exec("./gameData.cs");
exec("./player.cs");
and
// Add custom game code here...
createPlayer();
createLevel();
Obviously those would need to be changed or removed based on which tutorial you are looking at.
#7
03/30/2006 (8:27 am)
Yes sure they are more stable but the are "going on alpha - beta" and 1.02 was a stable milestone which is not a "going on build" :-)
#8
should I put it in shapes.cs or client.cs I have it in shapes.cs.
It also says
When I run it in the console I get an input error
I think I should see at least the first shape with the code I am up to at this point (Adding Gravity).
03/30/2006 (8:37 am)
I really thank Mike for his input, One more question -- I was wirking on the teris tutorial last night and ran into a problem i will copy and paste the code here as I don't know where to put it.GAME::CurrentShape = new ScriptObject() { class = "SHAPE"; };
$GAME::NextShape = new ScriptObject() { class = "SHAPE"; };
function Shape::CopyFrom(%this,%source )
{
// copy specified shape from the Shapes array into the $CurrentShape array.
for (%x=0;%x<$GAME::SHAPES::SIZEX;%x++)
for (%y=0;%y<$GAME::SHAPES::SIZEY;%y++)
%this.block[%x,%y] = %source.block[%x,%y];
%this.position = %source.position;
} should I put it in shapes.cs or client.cs I have it in shapes.cs.
It also says
Quote: If you run the game and type in the console "$GAME::CurrentShape.dump();" you should see the new CopyFrom function that we've added along with all the other functions you can call on a ScriptObject
When I run it in the console I get an input error
I think I should see at least the first shape with the code I am up to at this point (Adding Gravity).
#9
I wanted to briefly review some of the feedback from the community provided in this thread.
Basically, we were releasing code drops very sparingly, with many months between builds. This allowed us (GG) to do a very good job regarding keeping documentation up to speed with each release, so the issue the original poster is having (frustrations with out of synch documentation) wouldn't be an issue.
After getting some feedback from the community, we asked if we should release more point releases, with the understanding that the documentation would be pretty much guaranteed to be out of synch. This idea was cheered very loudly, so we went ahead and did it...but it leads back to the frustration that Willie is having...
@Willie: I apologize for your current frustration--and I hope that through the forums you'll be able to move along without too much further frustration while we get the documentation updated.
@All: thanks a lot for helping Willie (and others!) out, and keep in the back of your head: we do think things through, and are pretty good at assessing risks of various strategies!
03/31/2006 (3:02 pm)
Moderator Note:I wanted to briefly review some of the feedback from the community provided in this thread.
Basically, we were releasing code drops very sparingly, with many months between builds. This allowed us (GG) to do a very good job regarding keeping documentation up to speed with each release, so the issue the original poster is having (frustrations with out of synch documentation) wouldn't be an issue.
After getting some feedback from the community, we asked if we should release more point releases, with the understanding that the documentation would be pretty much guaranteed to be out of synch. This idea was cheered very loudly, so we went ahead and did it...but it leads back to the frustration that Willie is having...
@Willie: I apologize for your current frustration--and I hope that through the forums you'll be able to move along without too much further frustration while we get the documentation updated.
@All: thanks a lot for helping Willie (and others!) out, and keep in the back of your head: we do think things through, and are pretty good at assessing risks of various strategies!
#10
I really like the intermediate builds. but the latest "pseudo stable version" should be available all the time. At the moment this seems to be Beta 1 for which most TDN articles are, so keeping it available would lower the frustration factor quite much while it wouldn't stop the rest from "beta-ing" the newest builds ...
Just an idea.
04/01/2006 (1:49 am)
May I bring up a suggestion:I really like the intermediate builds. but the latest "pseudo stable version" should be available all the time. At the moment this seems to be Beta 1 for which most TDN articles are, so keeping it available would lower the frustration factor quite much while it wouldn't stop the rest from "beta-ing" the newest builds ...
Just an idea.
#11
04/01/2006 (2:21 pm)
Stephen Zepp, thanks for good words. It nice to know that GG is look out for us.
#12
I just wanted to throw in my 2 cents.
I'd say your money certainly wasn't wasted on TGB, I really think you'll be pleased with it once you're past the initial stages of getting into it. I was a little intimidated when I first bought it, but I'm sold on it now, and only limited by my own skills. The programmer I work with is really pleased too, he's had minimal frustration trying to integrate his features and again is limited pretty much only by his knowledge.
- Don
04/01/2006 (7:15 pm)
Hey Willie, I just wanted to throw in my 2 cents.
I'd say your money certainly wasn't wasted on TGB, I really think you'll be pleased with it once you're past the initial stages of getting into it. I was a little intimidated when I first bought it, but I'm sold on it now, and only limited by my own skills. The programmer I work with is really pleased too, he's had minimal frustration trying to integrate his features and again is limited pretty much only by his knowledge.
- Don
#13
Any idea when the tutorials and other documentation will be updated, or are they on hold until the next version?
04/17/2006 (7:40 pm)
I've shared Willie's frustration. Even before the new beta came out (which is great, as far as it goes) I found some of the tutorials confusing because they referred to file structures that obviously didn't exist anymore. Since the latest beta, it's been hopeless. I'll try the solution recommended above. Hopefully, I'll get something working as I'm supposed to have a working game ready for my grad school game design course by May 1 ;-).Any idea when the tutorials and other documentation will be updated, or are they on hold until the next version?
#14
04/17/2006 (11:35 pm)
I've only been at this about two weeks, with zero programming experience, but all I can say is that a little patience goes a long way. Once I let go of my initial frustration and concentrated on learning the guiding principle behind each little bug fix, things started to come much more easily. Before you know it, scripting feels less like reading Chinese and more like a crossword puzzle.
#15
I dont regret buying this software AT ALL !... its a very good value. It will probably keep me entertained for a year or two , maybe even more . Not to mentioned i will get intruduced to programming, something i wanted to do for years but felt was out of reach.
04/17/2006 (11:52 pm)
Same here :) i am very happy i cooled down and actually have put my mind to it !... i should have my first game ready in a couple of weeks or so ! :) of course with some help from the tutorials and the friendly more experienced people here.I dont regret buying this software AT ALL !... its a very good value. It will probably keep me entertained for a year or two , maybe even more . Not to mentioned i will get intruduced to programming, something i wanted to do for years but felt was out of reach.
Torque 3D Owner Tom Perry
I think that the platformer tutorial is up to date with beta 1, which isn't much diferent to beta 2. Not sure about the others, haven't done them.