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#1
03/30/2005 (3:16 am)
I concur. :)
#2
03/30/2005 (3:19 am)
I third that.
#3
03/30/2005 (3:42 am)
I vote for Final-Release Candidate #1. ;)

... and the ability to work on T2D fulltime. That would be great improvement.

It would be nice to hear what improvements people want though.

- Melv.
#4
03/30/2005 (4:12 am)
One thing that I'd really like to have is a reference to the GUI widgets. And an example with several Menu screens. Joypad and Force feedback support would be very nice to have as well.

But right now, network support is the thing I'm really looking forward to.
#5
03/30/2005 (5:24 am)
The editors. Any of them. And tutorials. Any of them. and last but not least, some more good old fashioned docs
#6
03/30/2005 (5:49 am)
The thing I would like the most is a complete Tile-Editor Tutorial. One that could be implemented with the original tutorial to make the level used in it, the equivalent of space-scroller. Of course, a community member could do this and it should wait until the new .map file format I guess. I've played around with it a bit, but have yet taken the necessary stab in the dark as to how to get my editor created tilemaps into a game.

Other than that, I'm looking forward to better networking, the checkers demo, the fishbowl demo (dynamic lighting), more than anything.
#7
03/30/2005 (5:53 am)
Michael, I posted a question about the dynamic lighting that josh gave a good answer about. You can check it out Here
#8
03/30/2005 (7:15 am)
Well if there are any tutorials most of you would like I would be happy to attempt to provide you with such (until the official tutorials come out)... right now i have a particle editor tutorial 3/4ths of the way done.

back on topic: Wish T2D would provide enough income for Melv to go full time, comfortably too... he deserves that, hopefully down the road we can spread the work of T2D even more with our awesome games :)

looking forward to network code
#9
03/30/2005 (7:39 am)
[stirs up hornets nest] I'm lookign forward to official ISO support :)
#10
03/30/2005 (7:42 am)
A functional "Mak my gaem!!1" button. I made one in the GUI, but it didn't work. ;_;
#11
03/30/2005 (7:50 am)
Lol @ david
#12
03/30/2005 (8:24 am)
Hexagonal Maps and AStar Pathfinding.

I'd like to see the Mappy importer work with the latest version of Mappy (iso and hex would be sweet).
#13
03/30/2005 (9:00 am)
1 Documentation improvements
2 Adjustable pivotpoints on sprite frames.
3 Networking
4 Hardware lit sprites with per pixel normalmaps for shading.
#14
03/30/2005 (10:41 am)
A hardcore sprite animation system.
The ability to directly apply constant accelerations, not just forces, to objects.
#15
03/30/2005 (11:11 am)
I concur with Smaug on both accounts. But I know Melv is already thinking about an animation system for the future.
#16
03/30/2005 (2:36 pm)
Pathfinding would be nice. Especially seeing as if it's not added, I'll have to do it myself. And I'm of a lazy sort.

Also, having a support for cell padding in the CELL method of animations would be nice -- KEY didn't want to work for me.

Networking is high on my list, too.

In fact, my list is quite long -- but I won't go on.
#17
03/30/2005 (2:38 pm)
I personally can't wait for the new and improved tilemap editor.
#18
03/30/2005 (2:57 pm)
By far the biggest need for Torque 2D is MUCH better documentation. The docs that exist are of the "let's do a few tweaks on some existing files and see what happens" variety. The forums are nice but the info is scattered every which way. It is still a tremendous amount of work to learn enough about how the system really works in order to do anything more than make some tweaks to some existing demos. There really needs to be a comprehensive programming guide, covering topics like:
1. The basic structure of a Torque2D game (file names, packages required, directory structure, etc).
2. Required libraries and their locations so that a Torque2D game can run on any computer
3. How Torque2D sets up the game screen, both for windowed and fullscreen apps, and how the developer can control this.
4. Defining, loading, displaying, and using images and 2D sprites
5. A detailed guide to launching and using the GUI editor.
etc

Until this documentation exists, I believe that most developers, despite everyone's best intentions, will get stuck at the level of fiddling with existing demos, and will eventually lose interest.
#19
03/30/2005 (3:03 pm)
More docs and tutorials for me.
More debugging facilities.

In general, make sure what you already have is perfectly documented and stable before you move on and add more features/things.

Some things require a cool down period for their pros and cons to be fully understood.

If you go too fast, remember that backward compatibility will prevent you from doing the right thing later on.
#20
03/31/2005 (1:04 am)
1.) Torque Networking

By far the most important component to me and my crew is getting proper torque networking.

Torque networking is the primary reason I'm using 'Torque' over my own code, and is the only missing component from T2D that we require to properly test our game play.

Before T2D, I was using TGE, and most of the work was converting the camera/controls and such over to 2D ( as thats the design of our game). Because T2D is more simplified in its systems we decided to move our code over, in hopes of achieving a faster turn around time.

While documentation is always nice I don't think we should get it until networking is in place, or any other fundamental system that may alter how objects are structured / work. So that when the docs are finally written they are more accurate etc.

Then theres TSE 3D model and shader support. But ah.. thats not as important, as someone could probably implement that without too much hassle I would think ( in terms of reworking the code thats there ). Networking working correctly with T2D physics on the other hand...
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