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How To Use TGB PSK on V1.8

by Orion the Hunter · 06/12/2013 (9:45 am) · 0 comments

Well, if you're one of the people left in the dust using TGB 1.7.6., you'll be happy to know a workaround has been created. It's really, really, simple but there is a catch. You won't be able to use 3D actors from here on out. :( I personally don't use 3D actors but if you do... sorry, I really am, and I may update this with a workaround that does not kill off the 3D actors, but so far, nothing has been brought forth. Anyhow...

Step 1. Install PSK to Torque2D_1_8 as you normally would (using the "ditto" command and adding it to the source, ect.)

Step 2. Remove the files pskActor3D.cpp and pskActor3D.h from the PlatformerStarterKit folder in (TGB directory)/engine/source/PlatformerStarterKit

Step 3. Make sure the references are also gone, assuring that the compiler will not detect it at all.

Step 3. Clean and build.

Step 4. Open "TorqueGameBuilder_DEBUG" in (TGB directory)/TGB and update the project as necessary.

Step 5. Buy a few tissues to help you get over the fact that instead of seeing that somewhat disoriented robot in the 3D Shapes section, a white, somewhat-imperceptible shape and a gun, you see:

www5.picturepush.com/photo/a/13302353/img/13302353.png
:'(

Oh, well. Hopefully it won't be that big of a deal. I hope this helps all of you PSK users!

~Jack