Scrolling Game Development Kit Forum
SGDK Version 2 => News and Announcements => Topic started by: bluemonkmn on 2008-10-19, 10:43:35 AM
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SGDK2 version 2.1 beta 1 is now available for download (https://sourceforge.net/project/showfiles.php?group_id=152001&package_id=168120&release_id=634439). This is the first release of 2.1 and begins the beta period in which users are welcome to download and test the program, allowing for further corrections before the official 2.1 release. If you find problems that you believe should be considered before the 2.1 release, please let me know here.
There is no setup program for Beta 1 (and there may never be a setup program). Just extract the files wherever you want and run the EXE file. Create a shortcut and drag it into your Start menu if you want a shortcut.
New in 2.1:
- Upgrade to .NET 2.0: SGDK2 and the projects it generates now rely on .NET Framework version 2.0 and take advantage of new features added in this version. The SGDK2 Project itself requires Visual C# 2008 or .NET 3.0 to compile, but can run on any system that has .NET Framework 2.0. It also knows how to compile game projects on any system with .NET 2.0.
- OpenGL Framework: Version 2.0 was based on Managed DirectX. SGDK 2.1 uses the OpenTK library to access the OpenGL interface to video hardware, allowing SGDK2 to and the projects created with it to potentially be more easily ported to other platforms. This also provided an apparent performance boost.
- Improved Message Functions: Displaying messages is now an integrated function in SGDK2 instead of a custom object. Furthermore, it now uses a tileset as the font instead of using the font support provided by the system (because as of this writing, OpenTK does not properly support fonts). This means, however, that you can use graphics and animated tiles/characters in your messages. A new message preview window is provided to assist in laying out the message at design time.
- Frame Rate Limit: If your game runs too fast on some systems, you can now use the LimitFrameRate function to control the speed.
- Cut Rules: It's now possible to cut a group of rules when using a rule editor. This can also be used to delete hierarchies of rules.
- Upgrade Documentation: This help file is now being built with Sandcastle and Sandcastle Help File Builder instead of NDOC because NDOC did not support .NET 2.0. As a result the build process is somewhat simplified and the content is better linked with some other improvements wrapped in too.
Good luck.
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i got first one! :D
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i bet youre not going to like this... but it didn't work, the almost same errors came up (OpenTK instead of DirectX) :'( :'( :'(
my guess that it is either the graphics card (3dfx Voodoo5) or the operating system (Windows ME).
other than that, everything else works
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Splendid! I've been lurking, waiting for the OpenGL version of SGDK2 to go beta... I'm happy to report this beta seems to be working fine on my XP SP3 box, nVidia 7600GS AGP with OpenGL 2.1 compliant drivers. Will test soon on a VAIO laptop with Vista Home Premium and Intel X3100 chipset, OGL 2.0. Thanks! 8)
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i bet youre not going to like this... but it didn't work, the almost same errors came up (OpenTK instead of DirectX) :'( :'( :'(
Remind me what those errors were
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map editor and game does not work
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"Does not work" is the least helpful description of an error... I could have guessed that much myself ;)
Don't you have an error message or something more specific?
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so, i've tried the new beta out. after importing and overwriting all *.cs files, my "react to streams"-demo worked well at 60 fps. no speed increasement.
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Often times the speed will be limited to the screen's refresh rate. For example, games on my system never run faster than 75 FPS because my refresh rate is set to 75 Hz.
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vsync?
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you are right, it's the refresh rate.
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I just tried getting the latest from SVN (branches, right?) and the EditMessages*.* files are not checked in, apparently.
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Oops. OK, I checked them in.
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Beta 2 is released for anyone who wants to try the updates:
1. Minor bug fixes.
2. You can create sprites from templates right from the "New" menu now
3. You can convert rules to functions to make your rule trees more manageable.
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Beta 3 is now available:
https://sourceforge.net/project/showfiles.php?group_id=152001&package_id=168120 (https://sourceforge.net/project/showfiles.php?group_id=152001&package_id=168120)
You can now call sprite functions from plan rules by selecting <Select sprite function...> in the "Function" dropdown list in the plan rule editor.
Has anybody besides durnurd been trying the betas? Are things working at least as well as 2.0? Is it safe to release soon?
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i have, but they still don't work on my computer. it works on my parent's computer though, but i rarely have time to use it because most of the time my siblings use it for their homework, for hours at a time (apparently their homework consists of facebook and a socializing network site called gaia)
btw. Intel 946GZ Express Chipset Family works with 2.1
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i'm about to try it now. I'll let you know how it goes.
I like the idea of the zip as well to be honest, I hate having to install everything it just ends up slowing your computer down.
EDIT:// Ok, Some things I have found so far.
suggestions:
If you have edited a graphic in the graphic sheets editor, but haven't stored it to a cell, there should be a message informing you of that when you try and exit the graphics editor.
when you have not selected a startup map and you get the error message when compiling, the project settings window should automatically open with the startup map drop down box selected. (just out of convenience)
keyboard shortcuts for copy selected rule and copy selected rule including children would be nice. (perhaps ctrl+c and ctrl+shift+c when the sprite rules window is up front?)
allow use of the delete key to delete things in the project tree
allow click and drag in the rule editor instead of forcing people to use the arrows.
you should be able to select multiple rules at once in the rule editor, for copy pasting reasons and also to move more than one rule at a time.
Bugs:
there is a little window border around the SGDK2 Splash Screen in Windows Vista. I'll make a screenshot if you don't know what I mean.
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for some reason whenever I try and make a rule If > IsKeyPressed with the not checkbox ticked, it changes the function name to !IsKeyPressed and then obviously it cannot find that function so it says "The specified function name could not be located or the project failed to compile." in the text area below. It works perfectly fine is the not box is unticked.
EDIT:// it appears although the above happens, the project still compiles and runs fine. 0.o
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for some reason whenever I try and make a rule If > IsKeyPressed with the not checkbox ticked, it changes the function name to !IsKeyPressed and then obviously it cannot find that function so it says "The specified function name could not be located or the project failed to compile." in the text area below. It works perfectly fine is the not box is unticked.
EDIT:// it appears although the above happens, the project still compiles and runs fine. 0.o
That's the kind of worry I have about the beta -- I want to get all these kinds of bugs fixed at least.
I'm not at my development system so I can't say for sure what the cause is or fix it at the moment, but I can tell you that the "not" box causes SGDK2 to internally store a "!" at the beginning of the function name because there isn't a separate data field for "not" in the internal format of a rule. Then when you load the function, it's supposed to parse that out. I think I did something that affected that when I was trying to fix the plan rule editor to allow you to call sprite functions from plan rules. Does this problem only happen in the plan rule editor and not the sprite rule editor? I also made some other modifications to both rule editors, but I don't remember what effects that might have on the function name handling off the top of my head. Thanks for reporting this. Is the program still usable enough that you can continue to work on a project and possible find other problems? I will upload a new beta as soon as possible.
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I haven't actually tried the sprite rule editor yet as the project I'm working on doesn't have a need for sprites until later on. I'll try it in the sprite editor when I get on my own computer later today.
It's quite stable, even though this happens the project compiles and runs fine, it's just confusing when it happens to you the first time. XD
I plan to keep working on this project so anything else I find I will let you know about. ;)
EDIT:// If you make a sound object, it will only allow letters digits and spaces in the name. This is all fine and dandy, but putting a space into the name will screw up the whole project, every rule will say it can't be found or the project failed to compile, so you cannot make any more rules, and the project will not run/compile at all until you delete that particular sound object. (I had a feeling this would happen, that's why originally I was trying to put in underscores, but it wouldn't let me and said spaces were allowed, so I assumed spaces would be supported.) I tried opening the sound object to find the issue, I don't think it's because the name has a space, it seems to be because internally in the code for that object, when it references the name of the object, the spaces seem to screw it up. It seems to only detect the words before the space as the name, and then these extra characters after the space it doesn't know how to parse. (This was evident because it highlighted the parts before and after the space different colours)
EDIT2:// oh right I was supposed to check the sprite editor. Ok, it only happens in the plan editor, the sprite definition editor works fine.
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Won't let me modify last post, so...
I have asked a few people to run my (Compiled) project to test, and it isn't having a very good success rate. Works fine for me and one mate, for two others it gets this error message, and for another person the app just closed and didn't give an error at all.
All three of the people it didn't work for are on Windows XP, I'm on Vista, and the other person who it worked for is also on XP.
(http://img396.imageshack.us/img396/53/fatalerrorqh6.jpg)
EDIT:// it occured to me that the guy in the screenshot ran it from inside winrar, i instructed him to extract it first and he said it still gives the same error message.
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Posted on another forum, http://forum.toribash.com/showthread.php?t=68166
works fine for 4 of them, for another one it doesn't work.
Not working for me :/ Does the same error as you. I hear a guitar and then it gives the message.
Ran it on Windows XP SP2.
Edit: Hmm.. I somehow got it to work. I opened it again without pressing OK on the ftp://error.
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this modify button keeps disappearing on me... is it session based?
One guy got this error.
(http://forum.toribash.com/attachment.php?attachmentid=90806&d=1231063690)
Is that a hardware or software update required?
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If you make a sound object, it will only allow letters digits and spaces in the name. This is all fine and dandy, but putting a space into the name will screw up the whole project, every rule will say it can't be found or the project failed to compile, so you cannot make any more rules, and the project will not run/compile at all until you delete that particular sound object. (I had a feeling this would happen, that's why originally I was trying to put in underscores, but it wouldn't let me and said spaces were allowed, so I assumed spaces would be supported.) I tried opening the sound object to find the issue, I don't think it's because the name has a space, it seems to be because internally in the code for that object, when it references the name of the object, the spaces seem to screw it up. It seems to only detect the words before the space as the name, and then these extra characters after the space it doesn't know how to parse. (This was evident because it highlighted the parts before and after the space different colours)
If you named the file "Sound a.cs" that should work fine. But if you go into the file and change the name of the class to "Sound a" that's a problem. The class name does not need to match the file name verbatim. Class names have stricter rules than filenames. That is, can't start with a number and can only contain letters, numbers, and underscores.
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this modify button keeps disappearing on me... is it session based?
when you log out or close your browser, the modify button disappears
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for some reason whenever I try and make a rule If > IsKeyPressed with the not checkbox ticked, it changes the function name to !IsKeyPressed and then obviously it cannot find that function so it says "The specified function name could not be located or the project failed to compile." in the text area below. It works perfectly fine is the not box is unticked.
EDIT:// it appears although the above happens, the project still compiles and runs fine. 0.o
That's the kind of worry I have about the beta -- I want to get all these kinds of bugs fixed at least.
I'm not at my development system so I can't say for sure what the cause is or fix it at the moment, but I can tell you that the "not" box causes SGDK2 to internally store a "!" at the beginning of the function name because there isn't a separate data field for "not" in the internal format of a rule. Then when you load the function, it's supposed to parse that out. I think I did something that affected that when I was trying to fix the plan rule editor to allow you to call sprite functions from plan rules. Does this problem only happen in the plan rule editor and not the sprite rule editor? I also made some other modifications to both rule editors, but I don't remember what effects that might have on the function name handling off the top of my head. Thanks for reporting this. Is the program still usable enough that you can continue to work on a project and possible find other problems? I will upload a new beta as soon as possible.
I released a fix for this problem with Beta 4, which is now available.
Won't let me modify last post, so...
I have asked a few people to run my (Compiled) project to test, and it isn't having a very good success rate. Works fine for me and one mate, for two others it gets this error message, and for another person the app just closed and didn't give an error at all.
All three of the people it didn't work for are on Windows XP, I'm on Vista, and the other person who it worked for is also on XP.
EDIT:// it occured to me that the guy in the screenshot ran it from inside winrar, i instructed him to extract it first and he said it still gives the same error message.
This appears to be an FMOD problem over which I have little control except to update the version of FMOD included with SGDK2. You could try posting the error message on the FMOD forums to see if anyone there has a clue, or you could try updating the version of FMOD your SGDK2 project is using to see if that has any effect (you may have to update the DLL as well as the FMOD interface source code file in your project). I'm not sure what kind of FMOD updates may have been released since I last picked up a version of FMOD for SGDK2. Maybe, as the error messages suggests, the driver is bad... do these people have really bad/old sound cards? What does other software "think" of their sound?
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Well a few people didn't even know their hardware and wouldn't follow the steps I suggested to find out what hardware they had. :/
Another few did, and I found that it was more likely to happen if the soundcard was integrated into the motherboard.
I'm currently using a laptop with low quality integrated sound, it works fine.
I'll try updating the fmod version when i get back from holidays next Sunday.
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Of course you could also pick any means you want of playing sounds in .NET and integrate that into your project. But if you find something with FMOD that can be fixed, then it would benefit all of us. :)
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It works on my Windows 7 beta machine, but not on my XP laptop. Likely due to the errors mentioned above, i.e. integrated sound.
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It works on my Windows 7 beta machine, but not on my XP laptop. Likely due to the errors mentioned above, i.e. integrated sound.
there's another windows? cool! :D
Edit by BlueMonkMN: The Windows 7 beta topic is continued at http://gamedev.enigmadream.com/index.php?topic=1320.0 (http://gamedev.enigmadream.com/index.php?topic=1320.0)
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I figured I should upgrade FMOD before releasing 2.1 anyway. So I just released beta 5 which upgrades SGDK 2.1 to using FMOD 4.20.06 -- the latest stable release. You could try using that version of SGDK2 and copy the code that it has for accessing sounds in any of its sample projects/files. The files you'll nee to make sure are in your project are:
1. fmodex.dll -- this should be automatic unless you have a copy of fmodex.dll in the directory where your SGDK2 file is. If I recall correctly, fmodex.dll is generally picked up from the SGDK2IDE.exe directory.
2. fmod.cs -- This is a child of fmodex.dll in the project tree. You can copy this content directly from the file fmod.cs in the Library\Sounds folder of SGDK 2.1. Copy the content of the file and paste it into your project's version of fmod.cs. (The templates in Library\Sounds import this file automatically as they are imported.)
3. fmodbase.cs -- Load any of the SGDK2 files from Library\Sounds and open fmodbase.cs (which is a child of fmod.cs in the project tree). Copy the entire contents of the file, load your project and paste it in place of your project's version of this file.
That should take care of updating your project to FMOD 4.20.06. Would be interesting to hear if that has any effect on the error you were seeing, Jam0864.
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Oh wow, firelight technologies (makers of FMOD) office is located within a 20 minute drive of my house.
www.jam0864.110mb.com/files/guitarwip.zip
www.jam0864.110mb.com/files/guitarwip(sgdk2file).zip
I'm sending it to some friends and reposted it on that forum, should have a response by tomorrow, for now, I'm going to bed! G'night!