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trying to learn from the sandbox

by RicoD · in Torque 2D Beginner · 04/30/2013 (11:03 am) · 5 replies

Hi,

Another complete noob here. I just started out and have been going through the Mich toy video tutorial set, the written asteroids game and about to go through the behavorial tutorial now. Nice work people!

I now want to start doing variations and simple tests and want to learn from the sandbox. Right off the bat, I can't find out how that "show log" part is done. I was hoping to find a function call to ToggleConsole or something in Modules/Sandbox/1/Scripts/toolbox.cs to find out about how I would be able to implement that in other projects without having to try and write something similar (which would probably take me years ...). Also, while we're at it, anywhere I can find out more about setting up hotkeys like how ctrl+~ toggles the console ? The documentation currently isn't very useful for a total noob like myself. Any help would be much appreciated!

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#1
04/30/2013 (1:33 pm)
@RicoD - We are going to revamp all the modules in the near future. One such change will include putting the console and other debugging utilities into their own module, which will make it easy to use in other non-sandbox projects.

The ctrl+~ is bound using the GlobalActionMap:

GlobalActionMap.bind( keyboard, "ctrl tilde", toggleConsole );

GlobalActionMap is meant to be used across all projects, whereas ActionMaps you create are per-project or per-module. As you can see, it does indeed call the function "toggleConsole". If you call that function by itself, it will show your console. This is provided the GUI and scripts for that GUI have been loaded.

The button in the sandbox that shows the log is just a simpel GuiButtonCtrl, which has its command set like this:

command="ToggleConsole(true);"

We are about to add some new guides submitted by other users, part of which includes an Input Guide. For the 3.0 release of Torque 2D, we are going to dramatically up the amount of documentation.
#2
04/30/2013 (1:44 pm)
Thanks! Looks like I need to copy the GUI part in order to get the console working. After that it's probably better for me to concentrate on learning the scripting language and trying to wrap my mind around the whole world unit / pixel translation for now I gather.

Anywhere I can find a roadmap or something similar ? I did saw a blogpost about you guys being in design mode currently and plans for an editor and such, but an estimate in quarters would be nice (even though I realize it's pure speculation at this point).
#3
04/30/2013 (1:55 pm)
I will be posting a general roadmap soon. This Friday I will be posting a blog to talk about documentation and the steering committee. The week after there will be an important announcement, not related to Torque 2D, so I will not post a blog that week. Following that, I will be posting an announcement about Torque 2D 3.0.

Because I am all about transparency, I'll be happy to answer any questions you have now. It's not like it's a big secret we have to hold onto for a couple of weeks, I'm just trying to space out and prioritize blogs appropriately for traffic reasons.


#4
04/30/2013 (3:11 pm)
Sounds great, looking forward to it!

Out of curiosity, are there any plans for pixel shaders ? I vaguely remember reading T2D not having any solutions for it at the moment, in contrast to T3D. I'm a 2D artist by trade, so anything that allows for pretty stuff has my interest.
#5
04/30/2013 (3:52 pm)
Quote:Out of curiosity, are there any plans for pixel shaders ?
Based on what I will be working on for the next few months, not from my end. I'm not focused on any rendering improvements, unless you count skeletal animation. I know two developers who are working on shader tech for Torque 2D. One person is porting the GFX system from Torque 3D into T2D, which could provide shader support relatively easily.