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#21
03/31/2005 (9:11 am)
Thanks for the input guys!

I don't mind telling you guys our priorities at this point... this is in rough order, so if something doesn't match up w/ what you'd like to see, don't worry too much. Also, it's not like we're working on any one area exclusively. We try to cover our bases on each piece.

Editors
Docs
Core tech (networking, animation improvements, etc, etc)
Super Secret Stuff
*Bug fixes, demos, etc are always on the to-do list

Reason I favor working on editors over docs right now is that... the docs will change w/ whatever editors we create. Also, the docs on how projects are structured and stuff will change once we have networking in. So, it's always hard to justify working on things that'll be subsumed in a short while.

However, we are working on more docs. There's another tutorial on the way, tile editor docs, and more. Also, we can't thank guys like Matt Langley enough for their help with docs. Matt's FAQ, GUI Editor doc, and other references are outstanding. Matt, if you feel like tackling any of the docs that Marc or others mention, please do! Please know you can contact Melv and I any time if you have questions or need help... we're both extremely impressed with and appreciative of your work! :)

Thanks again for the thoughts everyone.
#22
04/04/2005 (8:52 pm)
Definately glad editors are up there, those will help speed up development a lot...

Am excited about that new scene object tool too lol, you know how to get us on the edge of our seat

Quote: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

4. and 5. I have done... check out the Getting Started board Marc, look for the thread I created... and in there the "Starter Gui Tutorial" and the "Creating the Physics Demo"

those will cover the GUI fairly in depth as well as sprites and setting up the game screen (and understanding how it, physics, and some collision works)...


Soon I'm going to release some tutorials on structuring your game... I might even do a tutorial on creating a simple RTS (my "Game in a Day" entry)

if you have any questions just post them in the appropriate forums :) Now since Josh divided them up things can get answered and looked for much more efficiently.
#23
04/07/2005 (1:01 pm)
My top 3 list:

1. Iso or Hex based tile system, with pathfinding support API and appropriate map editor.
2. Networking support.
3. Better/more documentation.

What would be great for #3 is something akin to Visual Studio, where you can just click on a word and press F1 to see an index of references.

L8R,
ALF
#24
04/07/2005 (1:12 pm)
I might be working on something "great" like that Anthony ... looking into that, no promises
#25
04/07/2005 (5:30 pm)
Definitly pathfinding here as well.

ty, Yves.
#26
04/07/2005 (5:42 pm)
Quote:
What would be great for #3 is something akin to Visual Studio, where you can just click on a word and press F1 to see an index of references.

If you use BrainEd Pro it gives you help on every function. Thats one of the big reasons I use it.
#27
04/07/2005 (7:49 pm)
Yeah, pathfinding for sure!:)
#28
04/07/2005 (8:12 pm)
One of the biggest problems about pathfinding is it can be very restrictive to your game...

I'm thinking of ways that it can be "universally configurable"... if at all possible lol
#29
04/07/2005 (8:16 pm)
Must agree with you on that one Matthew!:)
#30
04/07/2005 (8:23 pm)
I think path finding would be awesome but I also think that there are too many possbile games that can be made in T2d. So I really don't know how they would even handle a generic path finding system
#31
04/07/2005 (8:51 pm)
Its interesting to see all these requrests for AI and for Pathfinding. But I don't see how well such a thing would work in the general sense. Pathfinding and AI is so very game specific. Yes theres established algorithms that pretty much every game uses, but theres different ones for different types of applications, and even then theyre all highly optimized and customized for the specific game.

Really, just go down to your local bookstore and get a good book on Game AI. Personally I recommend AI For Game Developers by O'Reilly (Thats the publisher). It is an excellent all around book. With the ease of T2D and a good book I firmly believe any one of you could learn and implement the basics in no time at all.
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