Mini-Platformer Seizures
by Teromous · in Torque Game Builder · 02/22/2009 (8:26 am) · 18 replies
I'm doing the mini-platformer tutorial in TDN. Using the code provided, I am having a problem. As soon as the game starts, the player looks like it's having a seizure. I jump from the floor to the first platform and everything is ok. I jump to the next few platforms, and he begins to have a seizure again. I started moving around the boxes, and noticed that in some areas the player would be ok, and in others he would not.
To test out what animations were going wrong, I substituted them. I found out that the PlayerJumpDownAnimation was cycling on and off with the PlayerStandAnimation. It also cycles on and off with the PlayerRunAnimation.
I am going to try to figure out what's going on, but hopefully somebody here has an answer.
To test out what animations were going wrong, I substituted them. I found out that the PlayerJumpDownAnimation was cycling on and off with the PlayerStandAnimation. It also cycles on and off with the PlayerRunAnimation.
I am going to try to figure out what's going on, but hopefully somebody here has an answer.
About the author
#2
I'll keep trying to see if there's a way around it...but if there's no fix...why even use the engine?
02/22/2009 (12:43 pm)
Wow, what a coup de grâce. I've been away from the GG community for a while, and decided to take up learning TGB again. Now I come back to find out that I can't even complete the tutorial because the collision system is borked.I'll keep trying to see if there's a way around it...but if there's no fix...why even use the engine?
#3
Your platformer problem is in these forums at least 10 times so try searching.
And ...
...but if there's no fix...why even use the engine?
I ask this question everytime when I get back to TGB and start to rip my hairs. Everytime something like this appears which makes my simple dreams impossible.
But there is nothing better for 2D in these days, so...
02/22/2009 (1:03 pm)
I didnt tested TGB Platformer Kit but it should work without problems because they are selling it. I guess it´s done by some TGB source modifications but I´m not sure. Your platformer problem is in these forums at least 10 times so try searching.
And ...
...but if there's no fix...why even use the engine?
I ask this question everytime when I get back to TGB and start to rip my hairs. Everytime something like this appears which makes my simple dreams impossible.
But there is nothing better for 2D in these days, so...
#4
I'm still playing with the script, and trying different things out in the editor to make it work. I really want to make a game with this.
I like your statement: "Everytime something like this appears which makes my simple dreams impossible." because it is so true. I hope somebody comes along with a fix...
02/22/2009 (1:56 pm)
I tried searching before posting a new thread. I ran across some other users with the same issues, but I haven't found a thread that gives a solution on how to fix it. I'm still sifting through threads because of your final comment "there is nothing better for 2D in these days". I like T2D...but I wish that GG would fix it (and hopefully release a good book dedicated to it!).I'm still playing with the script, and trying different things out in the editor to make it work. I really want to make a game with this.
I like your statement: "Everytime something like this appears which makes my simple dreams impossible." because it is so true. I hope somebody comes along with a fix...
#5
There are some rumors about new Torque 2D which should be pretty nice, but I think we are talking about 2010 timeframe. GG now working hard on Torque 3D and TGB looks for me death now.
I´m prototyping my new concept and I found another mount bug which makes me crazy now.
Keep fighting to the end my friend! :D
02/22/2009 (2:23 pm)
Maybe XNA is better now, but slightly harder...more complex you know. I like work in TGB too but these bugs realy annoys me.There are some rumors about new Torque 2D which should be pretty nice, but I think we are talking about 2010 timeframe. GG now working hard on Torque 3D and TGB looks for me death now.
I´m prototyping my new concept and I found another mount bug which makes me crazy now.
Keep fighting to the end my friend! :D
#6
Did you ever find a fix for the seizure question? I'm going through the MiniPlatformer Tut and hitting the same issue. It's looping through the jump and stand anis.
Thanks,
Steve
04/05/2009 (8:12 pm)
@Teromous:Did you ever find a fix for the seizure question? I'm going through the MiniPlatformer Tut and hitting the same issue. It's looping through the jump and stand anis.
Thanks,
Steve
#7
04/06/2009 (6:35 am)
I haven't found a solution for it yet. I've decided to put TGB on the back burner again until they fix the collision system. Best of luck if you decide to keep using it, and please post a solution if you find one (as will I).
#8
04/06/2009 (10:15 am)
Will do, thanks! BTW, I just bought the PSK and its tuts don't seem to have the same problem.
#9
I saw you both refer to the tutorial as the mini platformer one, are you referring to this one?
tdn.garagegames.com/wiki/TGB/Tutorials/Platformer
04/06/2009 (10:31 am)
Steve or Teromous,I saw you both refer to the tutorial as the mini platformer one, are you referring to this one?
tdn.garagegames.com/wiki/TGB/Tutorials/Platformer
#10
04/06/2009 (12:03 pm)
Yes, that is the tutorial I was trying to go through. I'm assuming that was the one that Teromous was doing as well.
#11
Also, is this problem 100% non-existent in the platformer starter kit? I may look into getting it although I did kinda want to create my own thing.
04/07/2009 (2:31 pm)
I am having the same problem at this time, is there any solution that does not involve buying the starter kit? I have been trying all kinds of crazy things in an effort to prevent this from happening to no avail. If anyone has a solution to this problem I would be very interested.Also, is this problem 100% non-existent in the platformer starter kit? I may look into getting it although I did kinda want to create my own thing.
#12
04/07/2009 (4:03 pm)
I never found a solution for it, if you find one, please post it here. I ended up buying the PSK and I haven't encountered that problem. I've been playing with the PSK for about a day now, have finished the first tut (almost), and I haven't encountered the "seizure" problem in it. I have encountered a few other issues with the PSK, but the solutions are documented on the PSK private forum and Phillip, the guy who created the PSK, was VERY quick to respond to any issue that I had.
#13
With the release of T3D pushing all of the other products out of the spotlight...TGE, TGB, TGEA, TXB, TX...hell, give T3D a few more months and it'll be something else...then T3D will probably drop off the face of the planet when it comes to updated software.
04/08/2009 (2:51 pm)
@Mike: Yes, the tutorial was the one I was referring to. I don't expect a fix any time soon. The solution seems to be $$$ when it comes to GG, so in this case the solution would be to buy the PSK.With the release of T3D pushing all of the other products out of the spotlight...TGE, TGB, TGEA, TXB, TX...hell, give T3D a few more months and it'll be something else...then T3D will probably drop off the face of the planet when it comes to updated software.
#14
GG don't really make anything from the PSK, they didn't create it. The PSK doesn't suffer from the same problems because I implemented a completely custom physics solution specifically for platformer games.
TGB's physics is a really quick and easy solution that tries to apply to as many game design setups as possible. It cannot be everything to all people, which is the problem here. It just is not setup for Platformer physics.
04/08/2009 (3:28 pm)
Quote:The solution seems to be $$$ when it comes to GG, so in this case the solution would be to buy the PSK.
GG don't really make anything from the PSK, they didn't create it. The PSK doesn't suffer from the same problems because I implemented a completely custom physics solution specifically for platformer games.
TGB's physics is a really quick and easy solution that tries to apply to as many game design setups as possible. It cannot be everything to all people, which is the problem here. It just is not setup for Platformer physics.
#15
04/09/2009 (9:00 am)
I tested the 1.7.2 miniplatformer project that I used to create the tutorial with and it has no issues that I could find. I wouldn't say the scripts are perfect though, the PSK is a much more elegant solution. I'll install 1.7.4 and go through the tutorial again and see if this seizure problem pops up. It's been a while since I worked with TGB, so using tutorials that I wrote to relearn things has a certain amusing quality. :)
#16
Edit: I found an old v1.7.1 copy on my other computer and tried it out. Everything worked fine from what I can tell. It looks like the issue is with the collision in 1.7.4 ...hopefully there will be a fix for this...
04/09/2009 (11:32 am)
@Mike: If you can find a workable solution for the platformer tutorial, it would be greatly appreciated by a number of people. I understand that the differences between the versions could be the issue though. You said that the scripts aren't perfect, but at least you're trying to help people out, so thank you for the tutorial!Edit: I found an old v1.7.1 copy on my other computer and tried it out. Everything worked fine from what I can tell. It looks like the issue is with the collision in 1.7.4 ...hopefully there will be a fix for this...
#17
In the updateVertical function, I had it set up so that every 32ms we were using castCollision to determine where we were in the scene and then to flag the player appropriately with variables and velocity if needed. Standing on the ground, castCollision pre-1.7.4 would always return normals of 0, -1 (which means PlayerStandAnimation, gravity off). Now for some reason, castCollision returns 0, -1 when the player hits the ground and then 32ms later it returns nothing (no collision) which then tells the script that the player is airborne and turns gravity back on along with the jump animation. This is why we are seeing the studdering.
With the website update, I can no longer find the change log for 1.7.4 so I have no idea what is different now either with the collision system or with the castCollision function. Right now the only way to fix this is for me to completely rewrite the updateVertical function to handle whether the player is on the ground or not differently.
04/10/2009 (5:01 am)
Ok, I installed 1.7.4 and tried this out. I get the studder as well now, and I know why.In the updateVertical function, I had it set up so that every 32ms we were using castCollision to determine where we were in the scene and then to flag the player appropriately with variables and velocity if needed. Standing on the ground, castCollision pre-1.7.4 would always return normals of 0, -1 (which means PlayerStandAnimation, gravity off). Now for some reason, castCollision returns 0, -1 when the player hits the ground and then 32ms later it returns nothing (no collision) which then tells the script that the player is airborne and turns gravity back on along with the jump animation. This is why we are seeing the studdering.
With the website update, I can no longer find the change log for 1.7.4 so I have no idea what is different now either with the collision system or with the castCollision function. Right now the only way to fix this is for me to completely rewrite the updateVertical function to handle whether the player is on the ground or not differently.
#18
05/03/2010 (3:11 pm)
1.7.5 seems to have fixed my problem with studder has anyone else tried it?
Torque Owner Tomas Hron