Game Development Community

TGB 1.6 Released

by Matthew Langley · in Torque Game Builder · 12/14/2007 (2:32 pm) · 41 replies

Hey everyone, as some of you have already seen, TGB 1.6 has gone live. You can found it in your "My Account" section of the website, under the appropriate TGB download section.

TGB 1.6 mainly consists of fixes, improvements, documentation compatability, and general clean-up. We really wanted to clean up some of the previous issues and focus on general stability of TGB, so this is the culmination of a lot of work built up and hopefully will improve your enjoyment and general TGB experience.

With the IAC and Torque 2.0 announcements I know a lot of speculation has gone around about our support of our current tech. Hopefully this will help strengthen TGB as a solid experience and game solution, as well as reassure you that we value all of our existing engines and tools as well as our customers utilizing them :)

Note: This has been Fixed Currently the TorqueGameBuilder Pro Mac link is broken. We are aware this and it will be fixed. People were already starting to notice the downloads so we wanted to make the announcement.

Feel free to post any questions, issues, or comments based on this release in this thread. If you have any bug reports feel free to post them in the report bugs forum.

here are just some of the things changed in 1.6

TGB Change List

Engine & Tool
- File IO issues have been fixed, a doc explaining some of the changes and principles of it can be found here
- Camera mounting jitter is fixed
- An issue in which a cloned object that had behaviors would not trigger its behaviors "onAdd" and "onAddToScene" callbacks has been fixed
- Fixed a collision issue causing "walking through objects"
- Fixed various issues with the 'Tree View' based GUIs
- Project Templates can now specify resource includes
- Scene Editor will now properly dismount objects, paths, etc when deleting children and / or parent objects
- Jumping mouse in Tiger fixed (Mac Specific)

Animation Builder
- The image browser will now display 'LINK' image maps
- The trash icon will now properly trash all animation frames

GUI Editor
- When saving a new GUI, the editor will now properly add the .gui extension
- When saving a new GUI, the editor will now remember the file name when re-saving
- It is now possible to select locked gui items, but still impossible to move or resize them
- Resolved some GUI object selection issues

Project Builder
- Company and product name entries
- Updates the game project's commonConfig.xml file with proper information
- Renames executable with the product name
- Updates game's window title with product name

Documentation
- Some "TGB Reference" description updates
- Syntax examples have been added to methods for t2dSceneobject in the "TGB Reference"
- Tutorials have had a compatibility pass



for more changes as well as details check here

About the author

Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.

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#1
12/14/2007 (2:51 pm)
Awesome work guys!

Were behaviors changed in any way? I load up TGB, convert my old project, launch the game and all of my behaviors have not been loaded. They all showed up fine in TGB, just not when I ran the game.
#2
12/14/2007 (3:41 pm)
Phillip thanks for the expedient post... is this happening when you hit the play button in the Level Builder, or when you try and package up a game (I'll try and test this right now :).
#3
12/14/2007 (3:52 pm)
When I hit play, or open up the exe manually.
#4
12/14/2007 (3:54 pm)
Hmm, I just loaded the BehaviorPlayground, behaviors work in the editor, when I hit play to test as well as when I package up a build. If you continue to have an issue feel free to zip up your project and send it to me at:

mattl@garagegames.com
#5
12/14/2007 (4:01 pm)
Also if you send me your console log, I could possibly identify the issue then :) I just tried converting some old behavior projects on my machine and it is working fine for me, so I'm very curious as to the issue.
#6
12/14/2007 (6:42 pm)
I tried creating a new project and dropping all of the game files in there with limited success. It could just be me messing with too much stuff. I'll try harder to get it sorted before I get you to take a look.

Cheers dude
#7
12/14/2007 (11:10 pm)
Whee just in time for the weekend.

I seemed to have the same problem.
Then In my log I noticed it said "Torque Game Builder (v1.5.1) initialized..."

I remembered I had told it to copy game Executable when I created the project initially.
So I created a blank project in 1.6 and copied it's executable onto my project's folder. Then I renamed my 1.5.1 project executable with a -old and the new fresh 1.6 excutable to the the name my 1.5 version had.

Lo and behold, it worked and my behaviors loaded properly.


Oh and this seems to resolve the red Error in the console log
"common/gameScripts/properties.cs (76): Unable to find function setCompanyAndProduct"
As well.

Hope this helps.

Oh and the ability to set the name of the game window was a wonderful surprise.
And "UI Profiles are now deployed with the game template" Yaay!

Wonderful update guys.
#8
12/15/2007 (2:17 am)
That would make sense Simon, if you have the TGBGame.exe deployed to your project folder it will run the game utilizing that version of the engine... This is something that the conversion process could potentially check for, though for now if anyone runs into this issue you may be able to work around it by opening up the project, converting it, then copying the TGBGame.exe in the latest version to your project and overwriting it, you can find this in your install direction/tgb/gameData/T2DProject/TGBGame.exe. You can also follow the process Simon did.
#9
12/15/2007 (7:08 am)
When I run TGB 1.6.0 it tries to open the last 1.5.1 project I was working on, then TGB exits, and my browser opens the "Purchase TGB indie license" website twice. If I try to reopen the project in TGB 1.5.1 it says "unable to open project".

Fortunately I had a backup of my project file and was able to copy it back so that I can continue working in 1.5.1 for now.
#10
12/15/2007 (10:23 am)
The camera issue is at last gone ! You rock ! \o/
It is now perfectly smooth, I have absolutely no complain. I couldn't say right away as my camera code needed some reworking to fit 1.6. But now it's as smooth as glass.

I have some concern about the general framerate (it seems lower than in 1.1.3) but it could simply be my old scripts that needs some rewriting to fit 1.6.

Also, I have an issue with file IO. I understand that "application data" is the only place I should write in the final version of the game, but as a developer I still need to have access to the original game directory of the development version, for self-writing scripts I need to generate. Is there still a way to write in the game directory ?

I have still a lot of to do within my game due to the conversion from 1.1.3, I'll post more as I update my own code and understand better 1.6.


@Conor
Go to Application Data and delete the GarageGames folder, then retry (as 1.5 and 1.6 share this same folder, it can be troublesome, I had to do it too).
#11
12/15/2007 (11:14 am)
I also had an issue with my behaviors not working in the game. I copied the Behavior Playground project over my 1.5 game folder, deleted the old 1.5 application data folder, and now everything seems to be working properly.

Thanks again for the update! The new docs are great too.
#12
12/15/2007 (12:18 pm)
Great to hear! I'll be happy to have the file I/O working. I'll just have to remember to remove the workaround I currently have in place in the script files. I'm glad to get those Whack-A-Mole resources this time around.

Was a GarageGames logo included which we can use for the required EULA splash screen?

Will a project backup be automatically created when updating an old 1.5.x project or should we do it manually?

Thanks for the new update. I am looking forward to trying it out. I've not spent much time on my computer the last several days but am looking forward to getting this update.
#13
12/15/2007 (1:29 pm)
Great! Most of the bugs have been fixed!
#14
12/15/2007 (2:45 pm)
I would definitely backup your 1.5.x projects before converting them.
#15
12/15/2007 (3:32 pm)
Thanks Robert. I decided to make a backup anyway as I think it's always a good idea to backup before updating an application.

I am having the same problem as Conor. I open TGB and it opens the purchase web page and TGB opens and then closes. TGB 1.5.1 will no longer open the project 1.6 was trying to open. This is exactly why I backed things up. :-)

I also went into C:\Program Files\GarageGames\TorqueGameBuilder-1.6\games and opened the project files located in these directories. TGB opens up and displays the images but then immediately shuts down. And it still opens up the purchase page.

It's almost like it doesn't think I have a valid license.
#16
12/15/2007 (3:44 pm)
I was able to resolve the above problem by copying over my 'ignition.dat' file from C:\Program Files\GarageGames\TorqueGameBuilder-1.5.1\tgb into C:\Program Files\GarageGames\TorqueGameBuilder-1.6\tgb.
#17
12/15/2007 (5:12 pm)
Thanks and congratulations GG team.

My confidence in TGB has raised since it is obvious that GG is working to bring better improvement and fix bugs.

Kudos for the whole team.
#18
12/15/2007 (5:16 pm)
My log is echoing

Torque Game Builder (v1.5.1) initialized...

I guess it is an echo statement typo---
#19
12/15/2007 (8:43 pm)
Thanks Steven and Benjamin - got 1.6.0 working fine now.
#20
12/15/2007 (9:01 pm)
@Isaac
No, it means your project is still 1.5, create a new project and replace the executable and dlls.
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