Is Torque's GUI editor good enough to make 2D games with?
by Eric · in Torque Game Engine · 09/21/2005 (11:49 am) · 12 replies
Say I want to make some 2D games with the Torque Gui editor. I don't have Torque2D, now is it feasible to do simple games with the Gui editor? I know you'll probably tell me that that's a bad idea - and that's fine - but I also want to know if its feasible to make simple games with the Gui editor without going mad ;)
#2
But using T2D would be a lot easier, and you'd get a lot more support from GG and the community.
09/21/2005 (4:55 pm)
Sure, you have the code, you can do whatever you want. :)But using T2D would be a lot easier, and you'd get a lot more support from GG and the community.
#3
09/22/2005 (6:57 am)
Someone, I think it was Melv May?, made a Tetris HUD for Tribes:).... You could pull it up in game and play Tetris during those slow Generator Defence sessions.
#4
09/22/2005 (7:51 am)
Just so you know, T2D is implemented as a GUI control in Torque. So in theory you could make anything with the Torque GUI that you can make with T2D. On the other hand, it wouldn't really be worth the effort, when you can pick up T2D for 100 bucks.
#5
09/22/2005 (8:20 am)
Using Torque 2D would save a lot of time, money in the long run, and headaches while getting you much more support, features, and lots of updates to come :)
#6
09/22/2005 (11:04 pm)
A reversal question of this topic is.... How can having T2D be used to enhance TGE's GUIs?
#7
Actually, compiling in T2D with TGE is a simple matter, then you can overlay the screen with a T2D scenegraph and just do whaterver you want there.
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Hans
09/23/2005 (12:41 am)
@Jon RayActually, compiling in T2D with TGE is a simple matter, then you can overlay the screen with a T2D scenegraph and just do whaterver you want there.
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Hans
#8
That reminds me of the lock-picking mini-game in the most recent Thief game. The player approaches a door or chest, initiates the skill and the mini-game pops up on the screen. The player can complete the mini-game to open the lock or cancel it to hide from a guard.
It sounds like similar techniques could be included in a T2D enhanced TGE or TSE game. Very cool.
Aaron E.
09/23/2005 (4:18 am)
Hans, That reminds me of the lock-picking mini-game in the most recent Thief game. The player approaches a door or chest, initiates the skill and the mini-game pops up on the screen. The player can complete the mini-game to open the lock or cancel it to hide from a guard.
It sounds like similar techniques could be included in a T2D enhanced TGE or TSE game. Very cool.
Aaron E.
#9
Myst/Riven Clone - Pre-rendered GUI bitmap backgrounds could be used to show the player's position and orientation. Strategically placed bitmap buttons (disguised as part of a background) can advance the player to a new location or initiate an event when clicked. GUI slider controls could be disguised as levers, switches, etc. The GUI Flash control could be used to add more complex interactions. Theora video content (now in TGE 1.4RC2) could be used for cut-scene clues and story elements.
Bard's Tale Clone - All of the above-listed ideas, plus the GuiTSCtrl could be used to show animated DTS characters in the encounter viewport. A Multi-line text control could provide running commentary of encounters and events. Text edit controls could be used to identify what spell to cast (like MAFL). Gui Text List and Multi-line text controls (help.dlg) could be used to list and display all kinds of information -- stats, character profiles with image inserts, item descriptions, character inventory, spells known, etc.
A good place to test out some of these ideas might be in the old show tool interface (gamename.exe -show) since it has the ThreeSpace stuff already set up properly.
Anyway, these are just some of the ideas that popped into my head after reading and pondering this thread. Someone else may have more suggestions for games using the GUI system.
09/23/2005 (6:16 am)
Going back to Eric's original question, I suspect that all kinds of game types could be created using nothing but Torque GUI components. Just as a mental exercise, here are a few specific ideas. Myst/Riven Clone - Pre-rendered GUI bitmap backgrounds could be used to show the player's position and orientation. Strategically placed bitmap buttons (disguised as part of a background) can advance the player to a new location or initiate an event when clicked. GUI slider controls could be disguised as levers, switches, etc. The GUI Flash control could be used to add more complex interactions. Theora video content (now in TGE 1.4RC2) could be used for cut-scene clues and story elements.
Bard's Tale Clone - All of the above-listed ideas, plus the GuiTSCtrl could be used to show animated DTS characters in the encounter viewport. A Multi-line text control could provide running commentary of encounters and events. Text edit controls could be used to identify what spell to cast (like MAFL). Gui Text List and Multi-line text controls (help.dlg) could be used to list and display all kinds of information -- stats, character profiles with image inserts, item descriptions, character inventory, spells known, etc.
A good place to test out some of these ideas might be in the old show tool interface (gamename.exe -show) since it has the ThreeSpace stuff already set up properly.
Anyway, these are just some of the ideas that popped into my head after reading and pondering this thread. Someone else may have more suggestions for games using the GUI system.
#10
09/26/2005 (10:33 am)
I've run into one problem: Using vectors for moving stuff, you can't have a vector have floating point values. Say, you had a diagonal vector: Its value would have to be "0.707, 0.707", but torque would interpret it as "1 1"
#11
Using T2D objects as GUI objects would add quite a lot of possibilities... fading, color blending, movement, physics based GUI objects, mounted GUI objects, the list goes on and on, all the way to a GUI that could be a mini game :) Melv's latest additions to Torque 2D (though that version hasn't been released yet) allows you to link the position and scale of a GUI object to a T2D object so the sky is the limit now.
09/26/2005 (10:37 am)
Quote:A reversal question of this topic is.... How can having T2D be used to enhance TGE's GUIs?
Using T2D objects as GUI objects would add quite a lot of possibilities... fading, color blending, movement, physics based GUI objects, mounted GUI objects, the list goes on and on, all the way to a GUI that could be a mini game :) Melv's latest additions to Torque 2D (though that version hasn't been released yet) allows you to link the position and scale of a GUI object to a T2D object so the sky is the limit now.
Torque Owner Stefan Lundmark
Puzzle games might be worthwhile in TGE (Gui) but moving stuff is harder.