Game Development Community

Question About Trial Version

by Jeffrey S. Groby · in Torque Game Builder · 08/03/2007 (10:27 pm) · 10 replies

I am not sure this will get answered since my previous post didn't. I was interested in purchasing the TGB, but due to some things I have uncovered in the trial, which may be valid limitations of the trial, I am hesitant. Are there any limitations? Specifically, I created a test application with four sprites and EVERY machine besides my development machine I run this test app on, only one of the four sprites performs its duties. All others stay locked in one spot. Only on the dev machine does everything work just fine.

Is this a known limitation of the trial version?

Thanks
jsg

#1
08/05/2007 (10:54 am)
Yeah.. good luck getting some feedback here.. documentation and open forums are not GG strong points! However, I was running a game with over 150 sprites with no probelm.. so something is wrong with your setup. Don't know of any limitation with the trial since - per usual - even the demo notes don't tell you anthing about the demo... what's up GG? Can't you hire a dedication documentation specialist to get things in order? the documentation is just not there...
#2
08/05/2007 (11:32 am)
There are no built in "limitations" of the trial version that would cause this. You haven't fully described how you are doing the "testing on different machines" aspect--are you copying the files over, or re-implementing on the other machines, etc.

To me, it sounds as if you didn't copy something over (if that was your deployment strategy), or missed a step on the second and subsequent machines that you successfully accomplished on the first.

Pesto's comments regarding documentation have been discussed in dozens and dozens of threads, and I'm not going to continue discussing it here (just wanted to say we're not ignoring it, just that it's been discussed extensively already).
#3
08/05/2007 (12:29 pm)
I did a build of the test application and then created a disk image of the folder and moved it to another machine, so the folder had the game application as well as all of the supporting files/folders. Starts up fine, original sprite does what it is supposed to, but the other ones, defined from a datablock of the first one, do not do what they should.

Does TGB need to be installed on the other machines in order to fully support running the demo? Everyone that I asked to test it got different mileage, no one had more sprites moving than me, some didn't even see the first one moving, and yet another didn't even get a successful startup of the application.
#4
08/05/2007 (12:37 pm)
Quote:
Starts up fine, original sprite does what it is supposed to, but the other ones, defined from a datablock of the first one, do not do what they should.

That right there does raise a small warning flag in my head--can you describe more fully what you mean by "datablock of the first one"? There is a small bug currently (may have been fixed in TGB 1.5.2, I'm not honestly sure) where datablocks.cs files are not loaded automatically like they should, and you need to manually exec() those files.

Additionally, it sounds as if you are trying to do something with datablocks in TGB that they really aren't designed for--they simply provide an easy mechanism for applying modifications of multiple data fields "all at once", but they definitely don't include all the information needed for all objects.

Are you aware of the console.log file, and use of Torsion (also 30 day free trial) for development and troubleshooting? Both of these might help lead you to your issue, but nothing you've discussed points to "trial limitation", just an issue somewhere with workflow (not your fault of course, it is a demo and should have been more intuitive for you).

Quote:
and yet another didn't even get a successful startup of the application.

console.log on this machine should provide additional information, but it's most probably a hardware or OS/hardware issue. TGB required 3D hardware acceleration, as well as up to date (and complete) OpenGL drivers, and in some combinations of hardware/drivers this is an issue (specifically Vista/ATI).
#5
08/05/2007 (3:19 pm)
I am just following the Fish Tutorial instructions and the specific steps it outlined with regards to datablocks to have more than one fish on the screen swimming in both directions at different speeds and to turnaround and come back once they exceed their global limit. I have not downloaded 1.5.2 yet. I am on a Mac with OS X 10.4.10 at this time.
#6
08/05/2007 (3:22 pm)
There is a bug that affects the fish tutorial specifically (the same one I mentioned above, where datablocks.cs is not loaded in automatically as it should be).

Try placing an exec statement that reads in the datablocks.cs file the tutorial mentions specifically and see if that helps.
#7
08/05/2007 (9:32 pm)
Should that exec statement be in the startGame function or the FishClass onLevelLoaded function?
#8
08/05/2007 (10:04 pm)
StartGame would probably be the best place, but that's off the top of my head. When I get into the office tomorrow I'll check to confirm.
#9
08/06/2007 (1:28 am)
I'm missing sprites for the fish tutorial, and the Asteroids level of the behaviour playground has no asteroids.
#10
08/11/2007 (8:00 am)
I think not addressing the documentation is a big problem. As a company trying to selling newbie game developer wannabees (myself included) an engine as complex as yours without adequate documentation is just setting many of us up for failure. When included tutorials don't even work as well.. I think that needs to be addressed before churning out yet another iteration of the engine for another platform (ie: wii, xbox..etc).

I'm not trying to complain (although it may sound like it).. but to me - adequate, effective and open documentation is the key to ensuring all users who want to use your product have a good starting point.