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Platformer Kit Update (1.2.0)

by Phillip O'Shea · 11/18/2009 (9:06 pm) · 4 comments

It has been a while since I last updated the TGB Platformer Kit, and I've been quite busy with other projects (Verve and Torque 2D). I had told PSK owners that I wouldn't update it before the release of Torque 2D, but I thought it was time to give it some love.

This update has bought a few extras, some general improvements and tidy-ups and made it simpler for new users to pick up and play. The full list of changes is at the bottom of this blog (though I'm positive I've missed a few things).

The installation method has changed as well. Instead of using an installer, all you need to do is merge the contents of the Zip file with your TGB installation directory. I recommend that you start with a fresh install because some files are replaced (TGBGame.exe, and some source files for you Pro owners).

3D Actors

The Platformer Kit now supports 3D actors and all of the animation goodness that they bring. I've also made some improvements to the t2dShape3D class to allow for additional 3D objects to be "mounted" to the base mesh. This is very handy for the next feature which was added.

Weapons

There is now support for ranged weapons in the Platformer Kit. The kit comes with 4 types, Fireball, Bone, Rocket Launcher and Machine gun.

Minor Features

  • Added a new player character, the Caveman (featured in the Torque 2D Networking demo).
  • Jump Height is now determined by the length of time you hold the jump key down.
  • Added better support for script interaction with Animation and Physics states.
  • Added 2 new physics collision modes, PLATFORM and PLATFORM_CIRCLE. An object using these modes will correctly collide with platforms and obey the one-way mechanics.
IPhone Support

I will release the files to everyone (who owns both the PSK Pro and iTGB) when I get some more testing done. Read this thread in the PSK Private Forum for more information:

www.garagegames.com/community/forums/viewthread/106041

How to Update Existing Projects

An update guide will be up on TDN within the next few days. The biggest change that you will have to make is to your Spawn Points. Instead of spawning a "pskActor", you need to change the type to "pskActor2D". Alternatively, if you wanted to spawn a 3D Actor, you would use "pskActor3D".
[Version 1.2.0]
   [Improvements]
    - pskActor
       Added shoot behavior and a few basic weapons.
       Added variable jump height based on the time that the Jump button is held.
       Added a parameter which allows you to change whether or not the Actor faces forwards all the time.
       Added "fallback" animation states.
       Added support for more script callbacks for Physics and Animation States.
       Added support for 2D and 3D actors. This is done by using a "puppet" mounted to the pskActor.

    - t2dPhysics
       Added two custom collision detection modes: PLATFORM and PLATFORM_CIRCLE.

   [Bug Fixes]
    - pskActor
       Now correctly observes collision groups for Platforms.
       Now correctly observes Collision Active Send/Receive.
       Respawning works correctly if you don't have a valie respawn animation.
       Fixed wall judder for Actors with high Accel/Decel values.

About the author

Head of Violent Tulip, a small independent software development company working in Wollongong, Australia. Go to http://www.violent-tulip.com/ to see our latest offerings.


#1
11/18/2009 (9:30 pm)
awesome!
#2
11/18/2009 (9:59 pm)
what? no melee weapons! lol just kidding! awesome update!
#3
11/19/2009 (1:59 am)
Sweet...
Downloading now.
#4
04/27/2010 (7:19 pm)
@ Phillip - as a recent purchaser of iTGB I am of course interested in the platformer kit also - but I am wondering how compatible it is while working with the iPhone. Since this thread is over 4 months old I just wondered if there has been any more progress on this - I cant seem to find a definitive answer as to how well the two work together.