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Problem with Astral Tutorial, Behavior does not show up

by Andre Prior · in Torque Game Builder · 02/03/2008 (4:51 am) · 7 replies

HI, iam currently re-creating the astral game with the TGB version 1.7.1.

I copied the behaviors from the project into my own but they do now show up in the pulldown menu?!
How can that be? I wonder aswell that the behavoir are named .cs.dso instead of .cs like in the tutorial.

Iam on apple and the project files are windows but I think that doesnt make a different or?

#1
02/03/2008 (5:07 am)
Tried to rename the extension but cant still see or choose them for the ship?

can anybody help? Iam stuck :(
#2
02/03/2008 (5:19 am)
I recognize that the tutorial refers to a folder called BahaviorPlayground which is not included in the zip file...^^
#3
02/03/2008 (11:29 am)
Hi Andre,

Sorry for any confusion. I don't work on a Mac computer so I am not familiar with how TGB is installed on that. For 1.7.1 you should have a example project that gets installed in the game folder called BehaviorPlayground. This comes with TGB, it is not something extra that is downloaded. This is where the behavior files are located that the tutorial is talking about.

The behaviors included with the Astral Objects game are compiled and cannot be opened with a text editor or used with the TGB editor.
#4
02/03/2008 (12:28 pm)
Thanks for your help Mike. I found it and it worked perfectly. Now I hanging on a other edge.

I followed the great tutorial til the point of the level display. I include all the code snippets but when I test game,
nothing is shown and after my wave, no more enemies are showing up or showing a level 2 etc

Can I email you my work files may you can find the error? I tried it 3 times but not sure where its hanging now :-(
#5
02/03/2008 (1:12 pm)
Sure, you can email them to me. My address is lilligreen@gmx.net

I'm about to head off to a super bowl party so I won't be able to look over the files until tomorrow though.
#6
02/04/2008 (4:04 am)
Ok, I looked over your project files. For the missing waves, you gave the "spawnMaschine" object the spawn tracker behavior instead of the small asteroid. Remove the behavior from the "spawnMaschine" and add it to the small asteroid, then the enemies will respawn.

For the missing level 1 text at the beginning of the game, the schedule call to messageTextObject is outside of the onAddToScene function. Change it to look like this:

function SpawnAreaBehavior::onAddToScene(%this, %scenegraph)
{
   %this.asteroidsRemoved = 0;
   %this.spawnCount = 0;
   %this.schedule(%this.spawnTime * 100, "spawn");
   %this.schedule(%this.spawnTime * 100, "messageTextObject");
}

Let me know if that fixes everything for you.
#7
02/05/2008 (1:40 am)
Thank you Mike. All worked perfectly :)