Plans for the editor
by MrClam · in Torque Game Builder · 03/09/2005 (8:24 am) · 5 replies
Sorry to keep asking quesitons.. Im just now looking at the supplied editor and trying to decide whether i should make my own mods to it, or start from scratch, or to wait for future releases.
I have 3 queries about it:
1/ Will it eventually offer for you to draw the collision poly around a sprite? Or better still, automatically generate one depending on sprite transparencies?
2/ Would it be possible to create tiles which are (non collidable if that helps) which ARENT as part of the grid? I.e. I want to place a few obscure sized background sprites which are not alligned onto the grid, or of grid size? Lets just say, a cloud which is 286x102 units, at position 3,1.. But then the same one at position 494,323?
i.e. a large sprite positioned as part of the world, where i tell it to be placed?
3/ I presume layers will be swap-able in future releases?
4/ As will if i flip/rotate a tile, the collision will go with it?
Cheers for this.
Thanks for your time.
I'll let u get back to fixing bugs and making this ace sdk better.
I have 3 queries about it:
1/ Will it eventually offer for you to draw the collision poly around a sprite? Or better still, automatically generate one depending on sprite transparencies?
2/ Would it be possible to create tiles which are (non collidable if that helps) which ARENT as part of the grid? I.e. I want to place a few obscure sized background sprites which are not alligned onto the grid, or of grid size? Lets just say, a cloud which is 286x102 units, at position 3,1.. But then the same one at position 494,323?
i.e. a large sprite positioned as part of the world, where i tell it to be placed?
3/ I presume layers will be swap-able in future releases?
4/ As will if i flip/rotate a tile, the collision will go with it?
Cheers for this.
Thanks for your time.
I'll let u get back to fixing bugs and making this ace sdk better.
About the author
#2
s'pose eventually i'll have to move the editor over to my exact needs anyhows (for placing paths, etc).
03/09/2005 (8:39 am)
2/ Would be nice to see in the editor.. just a request more than anything :-)s'pose eventually i'll have to move the editor over to my exact needs anyhows (for placing paths, etc).
#3
1) We need to develop a simple tool to define collision polygons and will do so but there are a few utilities already floating around to help with this/
2) Tilemaps work in a grid, period so no. That's part of their simplicity but it's also their limitation. Eventually, we'll be looking at a scene editor that will allow you to place objects arbitarily.
3) What do you mean by swappable? You mean rearrange the layer orders? Sure, that would be a relatively easy thing to do.
4) Yes, definately. There are a couple of bugs in the tilemaps in the first release but have now been fixed and will be in the next release.
The tools are raw at the moment and don't really enable T2D to shine but with a little manual work, you can already do some amazing things. Expect some serious tools as we move forward, T2D will then starting kicking major booty!
- Melv.
03/09/2005 (9:13 am)
As has been mentioned several times, the existing editors are really placeholders to get you by. We'll be developing much better ones later.1) We need to develop a simple tool to define collision polygons and will do so but there are a few utilities already floating around to help with this/
2) Tilemaps work in a grid, period so no. That's part of their simplicity but it's also their limitation. Eventually, we'll be looking at a scene editor that will allow you to place objects arbitarily.
3) What do you mean by swappable? You mean rearrange the layer orders? Sure, that would be a relatively easy thing to do.
4) Yes, definately. There are a couple of bugs in the tilemaps in the first release but have now been fixed and will be in the next release.
The tools are raw at the moment and don't really enable T2D to shine but with a little manual work, you can already do some amazing things. Expect some serious tools as we move forward, T2D will then starting kicking major booty!
- Melv.
#4
I've even tried doing setTileCollisionScale(1,1) for every single tile but that didn't help.
03/09/2005 (9:41 am)
Talking about bugs on the tile's polygons (not flipping), I load a tileMap with 4x4 tiles. If I do tileMap.setTileSize(moreThan4x4) the polygon is not scaled. I've even tried doing setTileCollisionScale(1,1) for every single tile but that didn't help.
Torque Owner Jason McIntosh
1 - Yes. Dunno about auto generating them, but that would be cool.
2 - You could just use sprites for that, position them in code and mount them to a tile so they move with the tilemap.
3 - Yes. (I'd love to see this in the GUI editor for controls, too.)
4 - Yes.