T2d In Tge
by Gary "ChunkyKs" Briggs · in Torque Game Builder · 06/29/2005 (12:05 pm) · 7 replies
No really good reason for me to put this anywhere, since I'm assuming most people have figured it out by now. I was only inspired to bother because Noolness told me that it's really easy [add the T2D dir to your TGE build, and add a GUI widget]
But it's novel to me.

The thing at the top left is a T2D gui widget, with the steam particle emitter going.
One of the coolest things [I know, I know, I'm simple] about it is the fact that the alpha channel Does The Right Thing(TM).
Anyway. Just because I'm having a slow day :-)
Gary (-;
But it's novel to me.

The thing at the top left is a T2D gui widget, with the steam particle emitter going.
One of the coolest things [I know, I know, I'm simple] about it is the fact that the alpha channel Does The Right Thing(TM).
Anyway. Just because I'm having a slow day :-)
Gary (-;
#2
06/29/2005 (12:27 pm)
Anyone know how much bigger your project files compile to with T2D added versus without? Download size is always an issue, if it adds minor flair it's not worth it unless small or integral.
#3
Gary (-;
06/29/2005 (12:36 pm)
Joshua: Slim to none. If you wait until I get back from lunch, I'll give you empirical figures for OSX :-)Gary (-;
#4
06/29/2005 (12:40 pm)
My VS7 compiled base with the lighting pack and T2D is 2,616k. I believe the lighting pack was using 1.3. It's the newest iteration of the pack, though. I'm not sure what the app differences were on OSX. I laid it on top of the default project in the lighting pack, added it, and compiled.
#5
06/30/2005 (4:21 am)
Why do I have this sudden urge to modify main menu buttons and make them real T2D objects that react with physics if the user bumps their mouse into them :P
#6
Now I just have to con you into replacing the TGE collision system with OPCODE ;).
06/30/2005 (6:35 am)
Actually seeing T2D within TGE has got the wheels in my head turning. You could do all kinds of neat stuff, like have a game with 2D gameplay and levels, but with a 3D background. Or if you look at it on the flip side, you could have extremely refined HUD's for your 3D game. Just imaging how cool the radar could look. When you blow up an enemy, it could show the enemy explode using a particle system and point sized sprites.Now I just have to con you into replacing the TGE collision system with OPCODE ;).
Associate David Montgomery-Blake
David MontgomeryBlake