TGB Tips - Projects make life easier
by Justin DuJardin · in Torque Game Builder · 04/26/2006 (1:04 pm) · 4 replies
Hey all,
As I've been looking at bounty submissions it occurs to me that most people that have been going through the EA process with us might not be in the habbit of reading the new docs. You may be missing the great reference we have on getting started with TGB Projects.
TGB Projects Save time and Simplify game creation
Using the power of the new TGB Project system you can easily eliminate some of the more annoying hassles that you may have come to know and dislike over the process of the early adopter status that you may not be aware of!
Backing Up T2D Directory - NO MORE!
During the EA period it has been customary and has been reflected in tutorials and examples that you may need to make a backup of your T2D directory when starting a new project. This is no longer the case as creating a project using the LevelBuilder takes care of all of that by copying over a base set of scripts to a new directory that is named the same as the project name you specify. The T2D directory is left intact and untouched while your new game has been setup to run when you run TGB using the new directory that has been created.
Scripting ImageMap Datablocks - NOPE!
Scripting of imagemap datablocks to describe your images used to be a HUGE pain in the rump, it has also been eliminated by the Level Builder. You want point and click art additions to TGB, they're here for ya!
Documentation - documentation/Level Builder Getting Started.pdf
There's a great introduction document to the LevelBuilder and Projects in your Beta2 SDK download that I encourage you all to read over. In the coming beta we will be sure to have this moved to a more eye-catching location in the download so that it's not missed as just another doc.
Thanks for all of you guys encouragement and support during the development of TGB, we'll have the new Beta3 release ready for you all the beginning of next week!
Cheers,
-Justin
As I've been looking at bounty submissions it occurs to me that most people that have been going through the EA process with us might not be in the habbit of reading the new docs. You may be missing the great reference we have on getting started with TGB Projects.
TGB Projects Save time and Simplify game creation
Using the power of the new TGB Project system you can easily eliminate some of the more annoying hassles that you may have come to know and dislike over the process of the early adopter status that you may not be aware of!
Backing Up T2D Directory - NO MORE!
During the EA period it has been customary and has been reflected in tutorials and examples that you may need to make a backup of your T2D directory when starting a new project. This is no longer the case as creating a project using the LevelBuilder takes care of all of that by copying over a base set of scripts to a new directory that is named the same as the project name you specify. The T2D directory is left intact and untouched while your new game has been setup to run when you run TGB using the new directory that has been created.
Scripting ImageMap Datablocks - NOPE!
Scripting of imagemap datablocks to describe your images used to be a HUGE pain in the rump, it has also been eliminated by the Level Builder. You want point and click art additions to TGB, they're here for ya!
Documentation - documentation/Level Builder Getting Started.pdf
There's a great introduction document to the LevelBuilder and Projects in your Beta2 SDK download that I encourage you all to read over. In the coming beta we will be sure to have this moved to a more eye-catching location in the download so that it's not missed as just another doc.
Thanks for all of you guys encouragement and support during the development of TGB, we'll have the new Beta3 release ready for you all the beginning of next week!
Cheers,
-Justin
#2
One question for you: I thought I had read this somewhere on the forum but just to confirm, is the level editor and tilemap editor going to be combined for Beta 3?
Dennis
04/26/2006 (1:59 pm)
Awesome! Thanks for the update on Beta 3. I was planning on taking a week off from my day job in May to work full-time on my game and I was REALLY hoping Beta 3 would be out by then to address some of the mouse-callback issues with Beta 2.One question for you: I thought I had read this somewhere on the forum but just to confirm, is the level editor and tilemap editor going to be combined for Beta 3?
Dennis
#3
04/26/2006 (2:59 pm)
Yes... i'd love to know the status of the new tilemap editor in beta 3. =)
#4
04/27/2006 (12:06 am)
Another cool thing that I wasn't aware of is this... yesterday while trying to mess with the new Beta for the first time I had an instance of T2D and Torsion running. When I created a new project it was automatically added to my Torsion project file. I don't know if that was added or if that's a standard Torsion feature but I thought "Hey, that's handy" ;) Just recently moved from Codeweaver to Torsion.
Torque Owner Doug Linley