Game Development Community

ITGB 1.1 Feedback Thread

by Michael Perry · in iTorque 2D · 12/19/2008 (3:24 pm) · 82 replies

iTGB v1.1 Feedback Thread

Purpose:
The purpose of this thread is to gather feedback focused completely on the release of iTGB 1.1. We are open to whatever you can provide, but ask that we focus on this particular version.


Areas of Interest:
- Crashes
- Bugs
- Favorite Features
- #1 Feature Improvement
- #1 New Feature Request


Documentation:
Please use the Official Documentation Feedback Thread to post any feedback.

*** Thread will be unlocked later today ***
#21
12/22/2008 (8:24 am)
@Brett - I'm fine with being quoted in your blog. Please go ahead.
#22
12/22/2008 (9:06 am)
@Brett - I'm fine with that as well.
#23
12/22/2008 (11:06 am)
Thanks guys...going to post here in just a bit.
#24
12/22/2008 (11:24 am)
@Marc

There are softlinks for the OpenAL and other APIs for Mac that don't make it through the checkin and zip process. You'll need to either re-connect the softlinks or move the folders themselves to the top of their perspective directories. That is, the links are there as files instead of symlinks.

e.g.
"lib/openal/macosx/OpenAL.framework" copy from
"lib/openal/macosx/OpenAL.framework/Versions/A"

Versions and A point to frameworks
#25
12/22/2008 (4:22 pm)
Ah I see
Didn't think of something that simple. That fixed the OpenAL problem
The same also needs to be done for Vorbis, Ogg & Theora
#26
12/22/2008 (4:58 pm)
Subscribing to this thread.
#27
12/29/2008 (3:49 pm)
Are there any specific steps invovled that anyone needed to do assuming you used OSX 10.5.6, XCode 3.1.2 and deployed to iPhone OS 2.2 to get the improvements?

I've not been able to get either iPhone 3G or iPod Touch first generation to get any higher than 17fps on the shooter components demo which is the same I had before.
It only got faster on the simulator.

The extracted folder is in the Applications directory
#28
12/30/2008 (2:20 pm)
Is anybody having problems with moveTo()? When I play my scenes from TGB, I can move my characters around no problem. But when I build it for the iPhone, my characters just spin their wheels in place and don't move.
#29
12/30/2008 (2:29 pm)
Have you set uses physics to true?
#30
12/30/2008 (2:45 pm)
Ok, that worked. Thanks!

Edit: Looks like I have to enable it for my triggers too then? Only 1 of my triggers is working and no others...quite odd.
#31
01/04/2009 (9:02 am)
I just started using iTGB yestday and have spent 16 hours learning what doesn't work (so far) so thought I'd post it here to save others some time.

1. Resources in project break the project when building for iphone. It won't deploy with "Application Varification" errors if you add the "resources" directory to the project. If you don't the resources are missing. REmove the resource and manually copy everything in and it works.
Added particle resource. Added particle effects from full TGB. Added one of the particle effects. clean/rebuild on iphone and get the above errors.

2. Creating a path and attaching an object to it breaks the application when run on the simulator or iphone. Works in TGB but not on the simulator or device.
All I did was add a particle animation. Create a path. Attach it to the path and clean/rebuild and the "camera" view is off base and see mixture of white screen and normal camera view black.

3. iPhone test app that comes with the iphone doesn't work. Fails trying to load a sound effect both in the simulator and iphone device.
All I did was add the game/common/main.cs to the xcode_iphone project (linked) and clean/build and got errors both in simulator and on iphone device.

Hopefully the pathing bug will be fixed soon as I'm hoping to use it heavily versus trying to get manually code moveTo() to each location in a maze.

Edit: BTW I learned that #2 above is actually 2 problems individually:
1. TGB doesn't load my Design surface between reloads of the project. It resets it to 800x600 every time I load the project. So if I forget to reset it then when I save it messes with the iphone/simulator.
2. Paths aren't working if attached during level build. -- this one mentioned later in the thread.
#32
01/04/2009 (10:24 am)
@Bret - Thanks for the feedback. I'll pass these on to the devs.
#33
01/04/2009 (1:47 pm)
So what could be the reason why only one of my triggers works and no others do on the device? Is there something I should be enabling?

(When I search the site for "trigger bug" I find stuff, but it dates back 4 years.)

Edit:

Maybe it's worse than I thought? When I remove all of my triggers and then add a new one, not even that one works on the device. However, it works fine when the level is run from the builder.
#34
01/04/2009 (5:04 pm)
Did you enable the usephysics on the object and the trigger?
#35
01/04/2009 (5:15 pm)
BTW I noticed that, at least part of the problem, is that Particle animations break if they are outside of the camera window. I created a particle animation outside the camera view and it messes up the app. If I then create the particle animation inside the camera view, but scroll the camera view off of it and then back on the particle animation is gone for some reason.

I'm trying to make my first game out of 90% particle animations (all the Moveable objects are simple static graphics with particle animations on top of them). I'm only going to have 10-30 on screen at a time and don't need more than 10-15 fps for the game to still be fun.
#36
01/04/2009 (7:29 pm)
@Marc - I thought for sure that I tried that but apparently I didn't try it correctly before. After doing so again, the triggers all work now. :/ Thanks!
#37
01/04/2009 (7:34 pm)
@Ray: Welcome to my world ;)
Thought I'm still hunting the issue in my setup & building chain that prevents the 1.1 version from having the mentioned speed benefits on iPhone 3G as well iPod Touch 1st Generation :(
#38
01/04/2009 (9:06 pm)
BTW I figured out my problem with Particles etc. The major bug2 I was running into is:
1. If a particle effect goes outside of the camera then it breaks all particle effects from then on.
2. An object mounted to a path in TGB doesn't follow the path when run on iphone. However, If I create a behavior
that takes a object and path and clones the object and mounts it to the path then it will follow the path correctly.

I worked around the first bug by putting my clonable object and effect inside the camera and made it invisible. My spawn
behavior then cloned it and set the clones visibility and mounted it to the path manually.

The only other very annoying bug is that the path point order seems to randomly change while drawing it. Because I'd
create 3 points and then figure out which was the first node and last and then draw my 20+ point path. However
once I finished the particles attached always seem to follow some other order than expected between the nodes.
It'd be nice if the nodes at labels on then for their number when drawing and/or the node order didn't change during
creation of complex paths.

Edit: Let me clarify this a bit. The point order isn't random or vastly out of order. However the start point isn't always the first point I put down and appears to slide along the path. Also the direction seems to change somewhat randomly. The overall "path" is correct but the direction and start point seem to change undeterminitely.
#39
01/05/2009 (4:03 am)
Thats interesting. 2. sounds like a TGB bug solved long ago actually, near pre-Behavior age.
#40
01/05/2009 (8:38 am)
I'm using quite a few paths in my game and they seem to work fine. no difference running it on device versus Mac or PC.
All my paths are set in the editor. and I attach objects to them onLevelLoads().
The direction and starting points are working for me.
Are you setting all the flags in the attachObject cmd?