Game Development Community

Do Tilemaps work in 1.4?

by Warthog · in iTorque 2D · 11/18/2010 (9:24 pm) · 22 replies

So after all the tilemap bugs in 1.3 I thought tilemaps would be working in 1.4.

But I can't get them to load on run. I get :

t2dPhysics::loadStream() - Invalid Stream Header ID!
t2dTileMap::loadTileLayer() - Could not Read from Stream 'game/data/tilemaps/road.lyr' for Tile-Layer Load.

Did tilemap support get pulled? I even tried building a tilelayer in 1.2 and using it in 1.4, but no luck so far.
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#1
11/19/2010 (12:39 am)
I was wondering about this too... I just started bringing my prototype from TGB to iT2D. First I found out that I had to build my own datablocks for each imagemap, so I assumed I needed one for each tilemap. But I couldn't find a single example anywhere on tilemap datablocks...

Can anyone explain? It would be very upsetting if it did. While it won't be detrimental to me personally (since I won't be using tilemaps for the final release), I still believe that tilemaps would be useful...

EDIT: Apparently, I am also getting this with particle effects, so I doubt it was removed. Mind anyone explaining how to get these to start rendering and working?
#2
11/20/2010 (4:14 pm)
Same here, both tileLayer and Particles.
#3
11/20/2010 (10:51 pm)
Any word on this GG? Particles and Tilemaps can be temporarily fixed with some sort of placeholder, but once a prototype is finished, there's not much we can do if we need these for our games.
#4
11/21/2010 (4:21 am)
I've seen some other threads here where the objects created by the editors are being corrupted somehow in release 1.4. I have also experienced this with my iTGB install on Particle effects. Can't get any particle effects to render. I can get a static image sprite to show up on the level but I can't put that same image map into a particle effect and get it to show up on the level. I've tried the same test in TGB PRO 1.7.5 and particles seem to work fine there, just not in iTGB.
#5
11/21/2010 (6:08 am)
I'm using version 1.3.1 and I'm able to get tilemaps and particle effects to work. There are a couple of issues with tilemaps, but those are easily worked around. My game makes heavy use of tilemaps, and some are layered on top of each other etc, and I have it all working no problem. If you have any specific issues with tilemaps, just let me know and I will try to help.

As far as 1.4 goes, I believe there are some serious issues with particle effects. Possibly tilemaps aslo, although I am not sure about that.

Unless you really do need version 1.4, I would stick with 1.3.1 or lower. I've managed to find workarounds for all of the issues I've experienced using 1.3.1, and I am quite happy with this version now.
#6
11/21/2010 (8:29 pm)
So can you use iTGB 1.3.1 and submit games with iOS 4.1 ? I don't need any of the new features. tilemaps and particles will do :)
#7
11/21/2010 (9:15 pm)
Yes, I think so. Or, I hope so ;). I have just upgraded one of my iPods to iOS 4.1, so I will find out soon. I think you only need to use iTGB 1.4 if you specifically need the newer features that were added, such as support for iPad etc.
#8
11/21/2010 (9:17 pm)
Crap, I'm actually working on the iPad version, already released the iPhone version a while back. that's why I know it's all working on older versions and not on 1.4
I'll have to ask Sven about it.
Please Let us know when your game is approved.
#9
11/22/2010 (3:09 am)
As long as you build with Apple's latest SDK/Xcode, you can use iTGB 1.2 if you want. I just did an update of a game using 1.2 and the 4.1 SDK and they approved it without question.

But 1.4 is faster and better... as soon as 1.4.1 comes out.

Many thanks to Michael and Sven for keeping going on this, as it is so very important to so many of us faithful!
#10
11/22/2010 (6:40 am)
Tilemaps created in 1.3.1 did not work for me when switching to 1.4. But when I tried to recreate them from scratch in 1.4 they did actually work.
#11
11/22/2010 (5:28 pm)
@ Simon - I'm making them new in 1.4 and they won't load for me when I run the game on Mac or on the iDevice (see first post). I wonder what you are doing differently to get them to work?
#12
11/22/2010 (9:09 pm)
I tried overwriting all the t2dParticle... and t2dTileMap... in 1.4 from 1.3 hoping it'l bring back the old code that did use to work on older projects. no luck!
I also ran a diff to see what's different in the files and the main difference is how the particles and tileMaps are rendered, not necessarily written and read.
Not quite sure what has changed.
#13
11/23/2010 (7:03 am)
I'm not doing anything special to get the tilemaps woking in 1.4.

Have you tried making a tilemap in TGB and then use that .lyr file in iT2d? That's what I did to get them working in 1.3.1. Maybe that will work for 1.4.
#14
11/23/2010 (10:41 am)
Not sure about tilemaps, but from what I have read on the forums the particle effects are broken in version 1.4. I would avoid 1.4 unless you have no choice, that would be my advice. Considering what has happened to t3D I would advise everyone to d/l all of the latest tools, as I am expecting iTGB to go under any time soon. The lack of forum presence from Michael etc is evidence I think. Grab erverything you can right now, and move on ...
#15
11/23/2010 (2:36 pm)
I agree with Mark, first thing I did when I heard the news is downloaded all the versions that are available in my account.
Unfortunately, we will loose the forum at some point with all the knowledge base. We should probably start an ex-torque forum.
Anyways, is 1.3.1 iPad ready?
#16
11/23/2010 (3:38 pm)
I have faith that Michael and Sven will come through for us with a stable and (relatively) bug-free 1.4.1! In fact I am banking on it by continuing production on two games in iTGB. I am hopeful for a sale, but we have a commitment from Michael that he won't leave us hanging for 1.4.1. Thanks Michael!
#17
11/24/2010 (6:15 am)
Eyal,
I agree it would be bad if we lose this forum and all of the knowledge base, which is considerable. If it does goes down, I would be willing to help with some funding to make it continue somehow, even if it means moving to a different host or whatever. Hopefully something can be worked out.

Warthog,
I hope you are right. Even if further development completely stops, it would definitely be worth continuing with whatever we have. Personally, I am happy working with 1.3.1 and just having this forum for help etc.
#18
11/29/2010 (2:18 pm)
Agreed, if we lost this forum and all the knowledge here it would be very tough to continue. No mater what happens we need to keep the community together!
#19
11/29/2010 (7:15 pm)
Still no luck for me using 1.3.1 on the iPad. something with the resolution is not working. I tried every fix I found on the forum and my screen occupies %80 of the iPad screen . basically it's a 1024*768 shifted about 100 pixel down the ipad screen.
Unfortunately, 1.3.2 is not available for download so I can't give that a shot. and 1.4 means no particles or tileMaps.
Limbo
#20
12/01/2010 (4:10 pm)
Have you guys had any luck with tileMaps or particles?
Still trying to make it work...
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