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Some general questions before I buy TGB

by Chris Schons · in Torque Game Builder · 12/07/2007 (1:19 am) · 5 replies

I've been testing out the TGB for a game I'm hoping to make. I've got a couple of questions before I actually buy it. I'm mainly an artist, but I've been picking up bits of programming.

1. Is there an easy way to change the pivot point on an object, or does it have to be done through scripting?

2. I'm planning on using a lot of small layered pieces to make up objects in the game, like a truck body with separate rotating wheel images, etc. Is there a good way to manage these kind of grouped game elements? I created a test object, a turret with 2 guns mounted to it, but when I copy and paste it the mounting disappears.

3. Is there another forum for owners of TGB, or is it just these 3 public ones?

Thanks for any help. I hope the engine will work out and I can make something fun.

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#1
12/07/2007 (3:25 am)
I don't really have exact answers for you, but by your first two questions you appear to be wanting to do everything from the integrated editor. Alas TGB is not at that point, nor will it likely ever be at that point, but perhaps a GG employee can clarify. Some people would see doing tasks in script as easy, but if you are wanting to keep it strictly to GUI development, someone will still need to twist the bits on the backend to get the functionality.

Your copy-paste question I cannot answer, I do as much as I can in script when I use the engine (I'm an old dog).

I personally, and I may be wrong here, haven't seen much intent to continue extensive development on the existing products, but rather toward the development of the newer products like Torque X and Torque 2.

There are private forums for the TGB (17 to be exact!) that are more active than the public forums, but they idle around 10 threads a week, with maybe 50 posts in that same time frame (not super accurate as it fluctuates).

Sorry I couldn't be of more help...

Good luck.
#2
12/07/2007 (7:49 am)
@Chris - Technically, there's no way to change the pivot point right now. There are two popular workarounds: modify your art to include more blank space, so the center of the image is where you want the pivot point to be, or create a bigger blank t2dSceneObject with the center at the pivot point, and mount your sprite to that new object. You can do the second one in the editor.

On your second question, I don't see an easy way to do it right now (maybe someone else can come up some ideas here). There are some weaknesses in some of our systems, and this is one of them. We have some ideas about how we want to address some of these weaknesses, but we can't promise if or when we'll get them done, so you probably shouldn't base buying decisions off of that.

And as Brian said, there are private forums for owners that are more active than the public forums.
#3
12/07/2007 (7:59 pm)
[quote="Chris"]I created a test object, a turret with 2 guns mounted to it, but when I copy and paste it the mounting disappears.[/quote]

How are you doing the copy & paste? If you want to do this in the level builder, and don't want to do it dynamically in code, I suggest you build one complete object, exit the level builder and then manipulate the t2d level file as a text file. Then reload into level builder and you can then move the base objects around.
#4
01/25/2008 (6:30 am)
Adding blank space to an image is a quick easy way to alter its pivot point. However if you want to do this dynamically, then I don't know of a good way.

Where are the private forums?