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New to TGB Platformer Starter Kit

by Davor Emilijan Okstajner · in TGB Platformer Kit · 05/01/2008 (11:18 am) · 6 replies

Hi, well hi to all and to the creator of this intersting plugin for TGB.
I have a few Q. befor i made my credit card go wild:).

1. I know you can have ropes, but can they be animated like swinging from left to right so you can grab them and swing your self from side to side like clif to clif or jump from them if you stand still in one direction. Are they have inertia after jumping off i mean the ropes or like i have saw in the demo they a more like ladders.
2. Shooting an enemy is there in form of a behaviors implemented am i right?
3. I have heard you talking about an update off your product. What are you planing to put in and will it be free or a small price will be paid for it and when?
4. Is it suitable for isometric games? I have seen on the GG web page ther is an isometric plugin avaliable for TGB.
5. Any news about the new TGB 1.73 and compatibility with it and some new behaviors from your side in the upcoming update?

Well that will be for start i think enough from my side and well i must say great product and happy coding to everyone.

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#1
05/01/2008 (12:50 pm)
Hi Davor,

1. TGB does not support rotation around a point, making this idea pretty difficult to implement. No, the kit does not currently support this idea.

2. The Player/Enemy has been setup to allow people to plug in whatever sort of interaction (melee, shooting, etc) but does not implement shooting specifically.

3. This is always subject to change, however, I do not anticipate that there will be a cost involved, ever.

4. Isometric? No, though you could modify it to support them.

5. 1.7.3 has not messed around with anything directly related to the core system in the PSK. I have not had time to test it out properly, but I don't think that there has been an issue so far.

The PSK is pretty easy to modify, I have helped out a few guys who want to implement their own features into the PSK. Some of them will be implemented into the next version of the kit, some will not. If you really want some of those features you mentioned above, feel free to start tapping away in your favourite script editor and I will do my best to help you out.

Take care,
Phil
#2
05/02/2008 (6:12 am)
Hi Phillip,
thanks for a quick replay on my Q.
Well i have a few more :)

1. Would it be possible to make with the new pysihcs in TGB 1.73 like in regular 3D program a chain of bones (in TGB a chain of objects) like a snake to give something rope like and than to have a behavior (sticky one) to attach an object to it? Regardin my first q. from above post.
2. Is it possible to switch behaviors dynamically among objects? Like first its sticks to a surface than bounce of it.

and thanks again for your time spend on my Q.
#3
07/19/2008 (1:06 pm)
Hello, I am new to tgb and I was wondering about tgb platformer kit. Can I make a full game with it (levels, scores, etc.)? Is it worth the money?
#4
07/19/2008 (2:56 pm)
Dangh, if you have a read over some of the reviews you will see some independent opinions of the kit itself. It does not do everything, but it does give you a really good foundation for your game. It has handled the two most complicated aspects of a platformer in TGB, sloped and one-way platforms.

The PSK is an addon to TGB, thus requiring you to buy TGB. TGB is where you will make your levels, while the PSK plugs straight in and helps reduce development time.
#5
10/01/2008 (8:07 pm)
Very new to this so take with a grain of salt. But couldn't you create an animated image (a rope) with collision detection and on collision with player mount the player to the rope?

Correct me if I am wrong but mounting one object to another makes the objects move together.
You could change the animation from jumping to swinging.

Seems straight forward to me, but might (and most likely) be missing something.
#6
10/11/2008 (6:32 pm)
Well sounds good but I think the problem would be that there is no way to continuously move or rotate the collision on the animated sprite as Phillip was saying.

If that's the case then perhaps you could fake it by using an invisible object the would move back and forth on top of the ropes end. The player would clamp onto this invisible object and call the "swingAnimation". It would be a lot of tweaking to get the animation and the invisible object to sync up and all but I think this might be a nice way of going at it. I'm pretty new to this too so I could be mistaken.

Anyone see a problem doing it this way?