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TGB Tool Development

TGB Tool Development
Name:Dan Maruschak
Date Posted:Jan 02, 2008
Rating:5.0 out of 5
Public:YES
Comments:YES
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Hi everyone. I thought I'd introduce myself, and give you guys an idea of what I'm working on. I work on the Tech & Tools team as a Tool and Docs Engineer. On the Tech and Tools team, our job is to focus on usability and the user experience, to let the Engine Dev team focus more on just the core technology. One aspect of what we do is documentation (you may have seen my Torque X tutorials), and another aspect is working on tools to make the game development experience better. Most of you have probably heard about the future plans for Torque 2, and until that's ready to go (which won't be any time soon) we've got a balancing act -- we want to make sure that we'll be ready with a great engine and tools experience when we get to the Torque 2 launch, but we also want to make sure that our current products and customers get the love and attention they deserve. One of the ways we can help our current products (while also looking forward) is by making tool design and usability improvements. This will let us improve our current products, and it will let us try out designs and ideas that we might be able to use in our next-generation tools. To that end, I've been working on the linkpoint editor in TGB:



The first difference is that this editor is in its own window, instead of a mode of the main editor. Personally, I hate modes: they're disorienting, it's easy to forget you're in them, they tend to introduce complexity and bugs, and they're harder to test. The second difference in the new editor is that it adds the ability to directly change the X and Y positions of the individual linkpoints via text entry fields, so you can set things precisely (when you want to). The third big difference is the ability to create linkpoints outside the object's bounding box, a feature that the engine has always supported, but that the old tool didn't:



Now, this is still a work in progress. There are some changes I want to make to the GUI layout, there are a few other things I need to finish up, and then I need to do quite a bit of cleanup under the hood before it's release ready. Once it's polished up a bit, I'll also probably be able to use it to update the Collision Polygon editor, and also create an editor for the t2dShapeVector object. I'm hoping to have this ready for the next release of TGB (no promises on release dates yet!). So what do you guys think? And if you have ideas about other things that would make TGB better, let's talk about it. We love hearing ideas from the community. Obviously we can't do everything, but we can definitely consider anything.

Recent Blog Posts
List:01/31/08 - TGB 1.7 Released
01/02/08 - TGB Tool Development

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Stephan (viKKing) Bondier   (Jan 02, 2008 at 22:22 GMT)
Quote:

but we also want to make sure that our current products and customers get the love and attention they deserve

What should we request, this sentence is summarizing so well? 8-)

Saiko   (Jan 03, 2008 at 01:00 GMT)
Looking pretty sweet Dan :) The other editor modifications sound pretty cool as well.

I think most TGB users would love audio file support in the editor even a drop down to pick from audio profiles in behaviours would be really useful too.

One thing I would like is a friendlier gui for the particle systems. I know some would probably disagree but I think it suffers, as with most things that are very powerful, it can be a bit clunky to use. The particle system editor is not quite as intuitive as it could be. I think it would be nicer if it was separated out into its own dialog with a nice little render box and options...maybe its just me tho.

Anyway, the new changes sound pretty cool :) keep up the good work!

Joe Rossi   (Jan 03, 2008 at 01:39 GMT)
I'm wondering about the decision to add a new linkpoint editor.. I mean it's nice and all, but we can already edit linkpoints in a pretty streamlined way. I can't see how this was considered a priority when TGB is lacking seemingly basic things such as a resource builder (a gui to allow users to make "resources" without the fuss ) a resource manager (edit contents of a resource from a gui), maybe a way to let us make audio datablocks from the editor. Besides that, certain editors are missing key features. The Animation builder for example. I don't know if you guys read the forums anymore but there are good posts in the "suggestions" area covering what the community would like to see in the tools.

I'm not bashing your work by any means, I'm glad to see TGB getting ANY new development. I just hope there are methods to the madness ;D

Glenn Thomas   (Jan 03, 2008 at 04:48 GMT)   Resource Rating: 5
I like the edition to a link point editor. I want an easy way to associate various link points in my behaviors. So instead of just a particle or invisible scene object to an object I can easily select a link point number that I set up before. This would make it easier to create games such as Mega Man and Super Metroid clones. The link point editor will allow me to be more precise in the placement. It would be nice to be able to name them to call them in out behavoirs. That way I can easily manage a scenario where I make several projectile types to fire from a link point named gunMuzzleMount and have a charging particle effect mounted to my characters link point named chestmount. This may be possible through code but as a designer and not a programmer I'd like to be able to stay in the editor as much as possible before even looking at any code and have as much flexibility that can be dreamed up.

I also have a good idea for a sound editor and a suggestion to use OGG Vorbis as the format was given to me today in the forums today. Here's my post:

It would be nice to be able to drag and drop mp3's or other formats directly into the editor and then apply behaviors to them, such as collision, looping or non-looping, triggers, and so on. Then we could visually just mount the sound files to the desired object. They could be clear boxes just like the scene objects with a different outline and maybe a small speaker emblem that could be clicked so the user could easily play a short preview through the editor. I know this option can seem to get cluttered so as an alternative you could add a new tab to the object roll out. Like the ones that allow the user to edit the collision points or world limits for a particular object. Then a sound editor specific to the object can open up that would cover the sounds for the object other objects or particles mounted to it, and other animations associated with it. I'd include a master sound editor in the top menu so users can adjust the audio level and create a master mix for all the sounds in their projects. This top menu would allow users to group sounds into a clear, precise, and organized manner.

Glenn Thomas   (Jan 03, 2008 at 04:52 GMT)   Resource Rating: 5
[quote}The third big difference is the ability to create linkpoints outside the object's bounding box, a feature that the engine has always supported, but that the old tool didn't[/quote]

Ireally like this feature the most though. It would assist me greatly.

Glenn Thomas   (Jan 03, 2008 at 05:26 GMT)   Resource Rating: 5
Another plus would be an asset management system. If we could organize art into folders and sub folders the editor wouldn't get so cluttered when working on large projects.

Benjamin L. Grauer   (Jan 03, 2008 at 05:46 GMT)
Please get us back the 1.1.3 animation builder, the 1.6 one is horrible.

edit: bad typo :p
Edited on Jan 03, 2008 05:51 GMT

Magnus Blikstad   (Jan 03, 2008 at 06:11 GMT)
I've mentioned this before, but what TGB really need is a better color picker. (I just haven't been too bummed about the current one to get around to replace it myself). Right now a lot of colors are completely impossible to pick (anything that has values other than 0 in both R, G and B that isn't gray actually....).

Dan Maruschak   (Jan 03, 2008 at 18:29 GMT)
Cool feedback, everyone! Definitely keep the suggestions coming, either here, or in the forums, or whatever.

@Joe - Deciding what to work on is a complicated process, and there are good reasons for tackling this particular problem. If you have specific suggestions for other things, let me know. I do read the forums, but I don't remember any groundswell of support for specific animation builder features, but maybe I've missed something, so if there is, try to present it to me in a way I can digest.

@Glenn - A lot of your sound ideas sound like they could be accomplished already if we had support in the editor for creating the sound datablocks, as Saiko suggested. For example, you could create a t2dTriggerObject, and create a behavior with the onEnter callback that would play a specific sound, which would be specified by a behavior field with the object type with an AudioProfile class. I don't want to set any expectations about if or when it might happen, but support for creating sound datablocks in the editor is definitely something for us to consider.

Better asset management would also be cool, but is also a much bigger challenge to tackle. :)

@Benjamin - Try to be more specific about what you want. I checked out the 1.1.3 animation builder, and it seems like 1.6 is better to me. In 1.1.3 everything is too big and it's hard to see what's going on in the window. I don't think that one isn't coming back, but if you can be more clear about what you need, or what problems you're having with the current tool, maybe there's something that can be done.

@Magnus - I don't think I followed your explanation of what your problem is with the color picker. Can you try to explain again, or maybe link to some screenshots of color pickers you think would work better? I'm not going to make any promises about changing the color picker, but I can't even consider it if I don't know what people actually want. :)

Glenn Thomas   (Jan 03, 2008 at 19:34 GMT)   Resource Rating: 5
Cool! thanks for the feedback, I have my fingers crossed.

Magnus Blikstad   (Jan 03, 2008 at 19:45 GMT)
@Dan; The easiest way to show you what the problem with the color picker is is for you to simply open up TGB, select some object, go to the blending settings and try to select... say R: 100 G: 200 B:150 (just an example, any color with different values over 0 for all 3 colors is impossible to get without entering the values manually).

Joe Rossi   (Jan 04, 2008 at 01:59 GMT)
Some suggestions for the Animation builder were discussed in this thread (briefly, among many things). http://www.garagegames.com/mg/forums/result.thread.php?qt=63667

It could use a bit more polish that's all. Comparing the new Animation Builder to the 1.3 version, I also find the old one more intuitive. The current version has no frame numbers, and sometimes its hard to tell if a frame you clicked was even put into the storyboard. Sometimes with large animations you can't see all the frame images you have available, because you can't scroll through them like in 1.3. The old version let you replace specific frames in an existing animation, but the new one doesn't. It just inserts a new frame next to the one you try to replace. I miss the old Animation Timeline slider that let you step through an animation at your discretion. The "add all frames" checkbox is also sorely missed. It'd also be nice to have keyboard controls such as the delete key.

On a side note.. yesterday I uploaded two behaviors that allow people to make new audio datablocks within the editor. It's not the best way to do it, but it seems to work.
Edited on Jan 04, 2008 02:03 GMT

Benjamin L. Grauer   (Jan 04, 2008 at 09:58 GMT)
@Dan
Joe pretty much summarized what's wrong, and, bigger frames are better, in 1.6 it's too tiny and I can't see any details on big resolution sprites.

Saiko   (Jan 04, 2008 at 10:22 GMT)
Hi again Dan, adding a status bar style box to the editor would be useful. Mainly I'd like the current x/y world position of the mouse displayed as its a bit tedious having to click something to find out where you are. Maybe having the dimensions, type, and name of a selected object would be useful to be displayed there as well. I know that information is available but reducing a bunch of clicks and potentially a scroll (the horror! indeed ;) ) to a single click for the same info seems sensible to me.

@Joe - nice one. They are quite useful :) I'll add some behaviours that use them later.

Mike Lilligreen   (Jan 04, 2008 at 11:11 GMT)
Hello Dan, thanks for taking the time to let us know what's happening behind the scenes for TGB. A couple of suggestions for the editor:

1. The preferences menu has a few bugs in it. The effects and music volume seem to be hardcoded at 0.8. Changing them and clicking apply does nothing. Clicking OK after trying to change the volume reverts custom background and grid colors to defaults.

2. Creating a new imagemap no longer brings up the image builder, TGB assumes the image full mode. It's a bit annoying having to go back and change it to cell. Not sure if this change was intended or not in 1.6.

3. Could an option be added to the image builder for scrollers? I would much prefer when I set an image to full mode, to have a check box if I want that image to also be added to the scroller rollout in the create tab. Most static sprites I add I would not use as a scroller, so it's just extra clutter on the create tab.

Joe Rossi   (Jan 05, 2008 at 01:02 GMT)
Mike touches upon an issue that I suspect may be a bug in TGB 1.6. I posted about this in the bug reports forum a little over a week ago. Once TGB is run, prefs-wise we are stuck with whatever is in defaultprefs.cs.
http://www.garagegames.com/mg/forums/result.thread.php?qt=70566

@Saiko, great I can't wait to see your behaviors!
Edited on Jan 05, 2008 01:04 GMT

Magnus Blikstad   (Jan 06, 2008 at 08:39 GMT)
Speaking of the particle editor; I have some ideas on how to improve this for you. I'm fine with the general functionality, and it not being in a separate window I only see as a good thing. It's nice to be able to see your effects "in context" while editing them. There's a few UI things missing and a few tweaks that could be made though.

First of all, a couple of extra buttons would be nice; save/load/duplicate/reorder emitters (all the functions to make that work already exist, it's just missing from the UI).

Then we have the graphs, the workflow there could be improved some without too much effort. Having the graph window resizable (and let you move around and zoom in it) would make it much easier to work with. The ability to show and edit more than one graph at a time would be nice too (have a toggle button for each graph that would turn that graph on/off?). This would let us say turn on both the R, G and B graph and edit them all instead of having to switch back and forth about 2 million times to get what you want.

While I'm on the subject of the RGB graphs, a preview of how your resulting "gradient" there would look might be nice. I have some ideas how to do this, but a bit difficult to explain the concept; basically just have a set of polygons blended together to create a gradient preview bar.

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