Game Development Community

Beta 4 - Bug List

by Dennis Harrington · in Torque Game Builder · 05/27/2006 (2:31 pm) · 3 replies

I've been working with Beta 4 a lot since it's release, especially in the level editor, and here's a list of issues I've discovered. Most would be classified as bugs but some could be considered suggestions as well. Either way, I figured I'd just consolidate them all in one post.

Issue 1 - When specifying a custom collision poly for a sprite, pickPoint() is not detecting the object. Once I remove the collision poly, it detects it perfectly. (BTW, I'm using the code in the Object Selection tutorial as the method for returning the list of objects at any given world position.)

Issue 2 - After editing a tilemap layer that I've placed in the level editor (using the "edit tilemap" icon on the tilelayer itself) the top left of the tilelayer gets repositioned to 0,0. Basically, the tilelayer's original position is getting lost after editing. It only happens if you actually save the tilelayer. If you just go into the editor but don't edit anything then it does maintain it's original position. The tilelayer also loses any custom settings, such as collision responses, etc.

Issue 3 - When mounting a t2dTrigger to a sprite, the link points on the sprite gets repeatedly updated everytime the level is saved. Here's an example:

new t2dStaticSprite() {
      imageMap = "pipes_ver2ImageMap";
      frame = "2";
      position = "-44.8476 -9.49474";
      size = "5.04899 5.04899";
      FlipX = "1";
      Layer = "6";
      CollisionPhysicsSend = "0";
      CollisionPhysicsReceive = "0";
      LinkPoints = "0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13 0.38 -0.13";
         mountID = "4";
   };
   new t2dTrigger() {
      class = "NozzleTrigger";
      position = "-14.2918 32.4826";
      size = "3.16169 2.17325";
      CollisionActiveSend = "1";
      CollisionActiveReceive = "1";
      CollisionPhysicsSend = "0";
      CollisionPhysicsReceive = "0";
      MountOffset = "0.38 -0.130001";
      MountOwned = "0";
      MountInheritAttributes = "0";
         mountToID = "4";
         effectLength = "4";
         mountID = "11";
         gasType = "oxygen";
   };

As you can see, it's the same link point but it just keeps getting added over and over every time the level is saved. This code started out with only one link point.

These last three items are more of suggestions/usability issues with the level editor:

Issue 4 - Is there any way to disable the automatic saving of the level? At this point, I'm having to make backup copies of the level file at regular intervals to ensure that I have a reliable fallback point in case my level additions/changes screw things up.

Issue 5 - Is there a way to lock a layer or an object to prevent it from being selected? It seems that I'm constantly accidentally selecting my background image or tilelayer and moving them around. It gets very frustrating since these are items that you will need to move very infrequently once they're placed.

Issue 6 - Is there a way to bring the grid and camera bounds up on top of the view in the level editor? Once I place a background image, I can no longer see or utilize either the grid or (more importantly) the camera bounds. This would make placing objects SO MUCH easier. I noticed that the screenshot for Mighty Fist on the TGB product page appears to be displaying the grid on top of the game content. Is this actually possible?

Overall, TGB is looking amazingly good and I think you guys are doing a great job, but these usability issues are very frustrating. I've been feeling like I've been wrestling with the editor a lot more than I should be.

Thanks for listening!

Dennis

#1
05/27/2006 (2:35 pm)
Issue1 - I wonder if this is the same bug as my previous post "Beta4 bug: useMouseEvents is broken with CollisionPolyList"?

issue 5- BUMP!

issue 6- BUMP! you read my mind Dennis
#2
05/27/2006 (2:49 pm)
Alex,

I just read your post and it does seem that issue 1 might be the same issue as yours since it seems to be a case of the collision poly preventing the object from being involved in any mouse event.

Thanks for the support on the other issues. Glad I'm not the only person who wants these added. :)
#3
05/28/2006 (12:14 am)
See other thread for workaround for issue 1- collision poly has to be clockwise defined.