Imperfect collision detection

beatragebeatrage Member Posts: 126
edited November -1 in Working with GS (Mac)
in version 0.7 my special attack destroyed perfectly all actors with a life <= 0 but after that these new versions my special attack keeps hitting the actors ( I can hear the destroyed sound FX) and only after i hit it again they explode... colision error is a pain in the ass and a major bug that a game is not supposed to have EVER, if you know what i mean. T_T

sound fx also have been bugged in my game since he damm updates...I would never update if i new something like that would happen.

Also just for you guys to know:

the memory is not cleanning up after you go to another scene ( this you could fix for sure or people will never show the true potencial of Gamesalad...if they can't make big games with a lot of scenes.

I am getting a 40MB at least of memory keeping when i go to a prologue scene with just a text saying stage 2 ( for example) and I can tell you this is bad! So fix it please.

If you guys from GS fix all this problems I'll show what an iphone is capable to run in 2D with your engine. believe in me I AM GOOD!! I am developing games for more than 3 years studing alone and making all the stuff alone. After I get rich ( I can expect that in the future ) I'll buy your professional engine for SURE. But only if i think it's worth the price ( for 1999 i could buy almost 3 torque engines ...And I am almost finishing a game on that for the iphone too)

Comments

  • PhoticsPhotics Member Posts: 4,172
    I like the attitude... I even found similar problems. Collision detection doesn't feel perfect and I found jumping between scenes lead to horrible load times. Those are two major problems.

    ...and yes... that's an interesting point. You could by almost three copies of Torque 2D for the iPhone for the price of the Pro version. Although, their licensing seems a bit more confusing. For example, Gendai Games doesn't put a limit on the money you can make with the $99 version of GameSalad. With Torque, you have to buy a more expensive license. (Heh... not sure that's an issue, since the independent developer limit is 250K.)

    ...and is Torque as easy to use?

    I think most of the posters here agree that $1999 per year seems too high for what the pro version offers.
  • beatragebeatrage Member Posts: 126
    Despite the price I agree it is expensive...and even for a BETA engine!! Full of bugs.

    And about the memory the loading time and specially the collision detection errors the GS team got do something and quickly.. I can't launch my game with bugs like these...I have the build running on TGB and I am sincerely thinking about porting this game to iTGB to test the engine with my game that i am starting to think that GS is not handling it. scripting and coding is not a problem for me , I even like it, but the fact that i have spent 6 months drawing , creating sound tracks , FX, special effects and many other stuff, and a beta engine is in my way giving me trouble ...this is pissing me off !

    And the fact that i like the interface, the easyness and plus the BUGS ..that is making me angry.. T_T
  • beatragebeatrage Member Posts: 126
    for example i played 3 stages of my game 3 times and the memory ( using instruments ) was increasing from every scene to scene and at the third time I was with 102MB of memory ( according to instruments ) . the scene was jagging some times and I am using a 3GS to test it...my game is for 2nd Gen devices for sure. but with this allocation of memory even 2nd gen won't handle it... anyone says... " IPAD ? " T_T (LOL)
  • SpaghettiStudiosSpaghettiStudios Member Posts: 18
    I'm finding that the collision detection is seriously messed up. It works fine within GameSalad but when exporting to the iPhone it just doesn't work at all.

    For example, I have a ball which hits a wall. When it does so, it bounces. Instead of bouncing when it first makes contact like

    o[]

    the ball only bounces when it hits the other side of the wall.

    [o]

    So I get this strange effect where the ball actually enters the wall space before bouncing out.

    Any ideas? Or is GameSalad just so buggy that it could never be used for proper games design?
  • PhoticsPhotics Member Posts: 4,172
    Ok Ok... everyone breath :)

    It is a beta.

    I think it has to do with speed. For example, I set up a rule to destroy the rocks when they get past a certain point. On the desktop, that works fairly well. On the iPod Touch, the rocks past the boundary and wrap to the other side.

    It wasn't a game breaker for Photics: Revisions - Course Correction, but I can't finish my Pinball game with such inconsistent collision detection. I'm optimistic though. In the last 2-3 weeks, I've done more game development with my game in GameSalad than the last 2-3 years with Flash.
  • BeyondtheTechBeyondtheTech Member Posts: 809
    Personally, I think they should drop the beta down to $499 again until they hit 1.0. At that price, I would pay to show my continued support. Having it at $1999 for only two additional features isn't justifiable IMO.
  • quantumsheepquantumsheep Member Posts: 8,188
    Beatrage, may I recommend this for you:

    http://itunes.apple.com/gb/app/angry-box-the-place-to-vent/id326101968?mt=8

    And I second BTT's opinion on this too.

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • beatragebeatrage Member Posts: 126
    quantumsheep

    LOLLL... don´t worry that i am not that angry.. i am just upset bacuse i can see 6 months of work going to the bad side... and when i mean the bad side of the story i mean the BUG side.

    This tool is the easiest thing that has i the market to make iphone games really fast...i am really confident that GS is going to be used ALOT..even with pro coders like me, because when you talk about production and development you talk about time and money....and... time is the right adjective I have for GS because this is FAST to make iphone games. with one simple rule you create your touch buttons and so is the rest...

    but memory allocation, collisio errors and speed are factors that a developer can´t take his eyes off...this is your name, i mean your game takes your name...make crap games and the users will say I´ll never buy anything from this guy. And Bugs change a good game into a crap one.

    I am giving the GS team a chance to see what your tool can really make in 2D with my production...but the GS team needs to help us (me) fast. I am making a game that the testers here told me that I am better than a lot of companies producing their games, and I am alone. I loved games like casttle crashers from the xbox live and the neogeo games and my games will be arcade games for sure. Of course in the future I will try to make some casual games. This type of games sells alot because the majority of the iphone users are adults and they really like it.

    My suggestions are:

    - collision per pixel could be a good idea!
    - Every scene clean the memory allocation ( and i am destroying every object on my game if you ask me)
    - make it fast to load and kill the jags from wrapx or wrapy background objects
    - make it more stable...some times the GS closes itself and give me an error, and when the game is huge this keeps happening all the time.
    you could create a debugger screen and show in red like the name of the objects that are creating errors on the game ( THIS WOULD REALLY HELP ALOT ) because sometimes i think that the GS closes itself from a fatal error when you run your gamebuild with a logical error.
    - and finally fix the sound errors my explosions are gone and even creating new files my build doesn´t accept anymor ...and I don´t know why! And That Makes me Angry ^_^
  • synthesissynthesis Member Posts: 1,693
    3 improvements to GS would solve most of this (as well as IMMENSELY expand game design options)...

    1) THE ABILITY TO SET A COLLISION ZONE SIZE/SHAPE SEPARATE FROM THE ACTOR SIZE/SHAPE.

    2) THE ABILITY TO LAYER IMAGES/ANIMATIONS INSIDE ONE ACTOR...INSTEAD OF 1 IMAGE PER ACTOR.

    3) THE ABILITY TO COMMUNICATE FROM ACTOR TO ACTOR.
  • quantumsheepquantumsheep Member Posts: 8,188
    One improvement to the GS forums:

    DESTROYING EVERYONE'S CAPS LOCK KEY

    :P

    Edit - on a more serious note, can you give me an example of point 2 please? As in, how you'd use the feature?

    And Beatrage - dude - you replied kind of relaxed then by the end of your post you were angry again! Wow! That calm didn't last long! ;)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • iDeveloperziDeveloperz Member Posts: 1,169
    True, its quite annoying when people put...

    OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    :P

    and the shift key ;)
  • quantumsheepquantumsheep Member Posts: 8,188
    GOOD POINT!!!!

    ;)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • synthesissynthesis Member Posts: 1,693
    @QS
    You could have overlay states or animation...
    such as you have a base actor of a mouse...
    then when a hammer hits in on the head...you change the mouse image to another mouse image and then layer an animation of stars going around his head for a second.
    This way you wouldn't need to spawn another actor and set up an XY tracing system or game switching...you can build all of the states inside one actor.

    PS
    WHATEVER ABOUT THE CAPS LOCK THING...QUIT WHINING.
  • quantumsheepquantumsheep Member Posts: 8,188
    FINE! BE LIKE THAT!

    (and thanks for the example - I get it now) ;)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • SpaghettiStudiosSpaghettiStudios Member Posts: 18
    Does anyone know why I'm getting different collision detection in GameSalad to what's happening on the iPhone screen? Can't work it out. Driving me craaaazy. Not mad though. :o)
  • rebumprebump Member Posts: 1,058
    I find the collision detection on the phone/touch to be less crisp - meaning not as fast/accurate the more that is going on in the scene.

    Think of the scene execution as happening very smoothly on the Mac (which has more processing power), like an analog representation of music. Then when you run it on a device, it stutters a little. Almost running as if the execution cycle was cut up like a dotted line with "gaps" (if you will), like a digital representation of music. The gaps (or minute pause) occur while the device is trying to get everything done (i.e. not enough horsepower). Those gaps introduce timing issues for stuff that is time dependent (like always checking for collisions).

    That is my take on it.
  • JGary321JGary321 Member Posts: 1,246
    CAN'T WE ALL JUST GET ALONG?!?

    I PREFER TO THINK OF THESE BUGS AS 'SPECIAL FEATURES'.
  • beatragebeatrage Member Posts: 126
    " CAN'T WE ALL JUST GET ALONG?!?

    I PREFER TO THINK OF THESE BUGS AS 'SPECIAL FEATURES'. "

    LOLLLLLLLLLLLL... man you 're a joker....oh my god now my stomach hurts from laughing out loud too much!

    this type of special features are supposed to happen with our(developers) errors not from them ( the tool ) ...imagine you are a professional shooter and you buy a sniper riffle from a bugged company... what happens next ...yes that's right :

    " YOU ARE DEAD " or in the development area " YOUR NAME IS DEAD "

    and you even paid to die! LOL
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