Suggested Behaviors
by Dan Wolfe · in Torque Game Builder · 04/02/2007 (7:25 am) · 8 replies
Still playing with the new beta. I must say I'm really REALLY impressed with the behaviors. I have a few suggestions for a few more and for a few changes. If something is already possible and I've just missed how to do it let me know.
1) Add checkboxes to World Limit Wrap to restrict wrapping to horizontal, vertical or both.
2) Load Level On behaviors that can be called: when an objected is destroyed, when the last life is lost in the Takes Damage Behavior, when a trigger is collided with, or on a mouse down.
3) Camera Move On Collision: Basically the same as the camera move behavior but it is called on collision with a trigger.
4) In the Takes Damage Behavior change tintRedWhenDamaged to tintColorWhenDamaged and let the designer select a color from a color picker.
5) Add the ability to various behaviors to assign a sound. (Shooting noise for shoot behavior, explosions noise for the TakesDamage behavior, etc).
1) Add checkboxes to World Limit Wrap to restrict wrapping to horizontal, vertical or both.
2) Load Level On behaviors that can be called: when an objected is destroyed, when the last life is lost in the Takes Damage Behavior, when a trigger is collided with, or on a mouse down.
3) Camera Move On Collision: Basically the same as the camera move behavior but it is called on collision with a trigger.
4) In the Takes Damage Behavior change tintRedWhenDamaged to tintColorWhenDamaged and let the designer select a color from a color picker.
5) Add the ability to various behaviors to assign a sound. (Shooting noise for shoot behavior, explosions noise for the TakesDamage behavior, etc).
About the author
#2
6) Mouse Down Create, with parameters to set a templated object at the exact location or snap to the mount point of another object (examples: placing a combat unit in an rts, or placing tile in a grid space for a puzzle game).
Of course that's getting awfully specific. Maybe something more generic like a Generic Mouse Down Action where the user can define a script to call on mouse down similar to the Generic Input Action.
04/02/2007 (8:47 am)
@David. That's good to hear that behaviors will be completely scriptable. I figured they would be, but I was having too much fun playing with them to stop and look at the code behind them yet. I figured since this was an open beta it would be the best time to brainstorm a few more behaviors that the community would like to see come in the stock 1.5 update. I've also come up with one more suggestion:6) Mouse Down Create, with parameters to set a templated object at the exact location or snap to the mount point of another object (examples: placing a combat unit in an rts, or placing tile in a grid space for a puzzle game).
Of course that's getting awfully specific. Maybe something more generic like a Generic Mouse Down Action where the user can define a script to call on mouse down similar to the Generic Input Action.
#3
We will be putting up a page on TDN specifically for posting user created behaviors. And we do have a master plan, hopefully included in the next beta drop, that will make adding these to your projects ridiculously easy.
04/02/2007 (9:16 am)
I want to include as many behaviors as possible with the final release of this, so keep the suggestions flowing. Of course, I'm sure everyone here could rattle off a list of several hundred ideas, but the good ones I definitely want to hear about. Even better, I want to see them implemented and posted on TDN for the rest of the community to see and use.We will be putting up a page on TDN specifically for posting user created behaviors. And we do have a master plan, hopefully included in the next beta drop, that will make adding these to your projects ridiculously easy.
#4
Edited because I'm typing like a moron today.
04/02/2007 (12:09 pm)
7) Takes Damage Behavior - Respawn should have options to respawn where destroyed, original (starting) location, or any other arbitrary x and y position.Edited because I'm typing like a moron today.
#5
04/02/2007 (5:53 pm)
How about a flocking behavior. If its already in there (downloading now) I appologise.
#6
When defining the addbehaviorfield it would be nice to be able to define upper and lower limits on the value
so say you are defining a float for setting the alpha channel, being able to define the limits as 0 and 1 for lower and upper. I think that would make it easier for the designer to know what the limits of the value are.
04/04/2007 (10:29 am)
Another suggestion. When defining the addbehaviorfield it would be nice to be able to define upper and lower limits on the value
so say you are defining a float for setting the alpha channel, being able to define the limits as 0 and 1 for lower and upper. I think that would make it easier for the designer to know what the limits of the value are.
#7
04/04/2007 (6:46 pm)
For the upper/lower bounds ... fields have descriptions, these bounds could be, in the mean time (until this feature is either added or rejected, ;p) ... useful for displaying notices such as "From 0 to 1"
#8
04/04/2007 (6:59 pm)
I think this would definitely be a useful feature. I'm not going to make any promises as to when or if it will make it in, but I would like to see it at some point.
Associate David Higgins
DPHCoders.com
But those are good suggestions.