Game Development Community

TGB 1.7.3 Beta Suggestions

by Mike Lilligreen · in Torque Game Builder · 04/30/2008 (3:08 pm) · 9 replies

Since this might not fall in the realm of bug fixes, perhaps this thread could be used for suggestions on polishing some of the features in 1.7.3.


1. Could the contact history renderer (debug bit 6) also be added to the Debug Rendering rollout in the editor?

2. In the offline docs left-hand sidebar: Could the TDN Torque Tutorials Homepage link be moved from TGB/ScriptGenreTutorials to TGB/Tutorials_and_Guides. The script genre page on TDN has quite a bit of outdated content that I think will confuse new TGB users more than it would help them. Also, perhaps adding a direct link under the community maintained section for the behavior listing page (TGB/Behaviors).

#1
04/30/2008 (3:12 pm)
1) Will take a look at this, but added functionality would probably trigger more than straight bug fixes, so will let you guys know. Good suggestion though!

2) Great call. Will fix this :)
#2
05/01/2008 (10:57 am)
Mike, would you mind dropping me an email when you get a chance? You don't have an email listed in your public profile.
#3
05/01/2008 (12:48 pm)
Mike,

"Contact History" has now been added to the "Debug Rendering" rollout in the editor.

Problem reference is TGB-76 and repository reference is "[16x]#8909".

Thanks!

Melv.
#4
05/02/2008 (9:44 am)
Great! Thanks Melv.
#5
05/02/2008 (11:34 am)
#2 is also fixed, TGB-77, in [16x]#8914.
#6
05/06/2008 (8:22 am)
Stephen,
Although not specific to 1.7.3, I'd like to suggest that when loading an old project and TGB offers to update the project, that the dialog box includes an option to copy the new TGB player executable to the project directory (similar to when you create a new project). I've had many times when I've forgotten to do this manually on an older project and scratched my head over why things are broken :)
#7
05/06/2008 (9:29 am)
We're considering making the executable local to new projects a default option for all projects, since it can become very confusing when trying to debug with Torsion, and deal with custom executables (Pro licenses).
#8
05/12/2008 (9:14 am)
I take it that it is not possible to only paint down custom data for a tile? Using blank.png or any other completely transparent tile graphic isn't the end of the world for working with a pathing grid, just wondering if this is a bug with the editor or if by design every tile has to have an image of some sort associated to it to access custom data.

Also, at some point in the future it would be nice if the way to enter custom data in the tile editor could be improved upon. One aspect is that it wasn't intuitive that the drop down menu is also for text input (until I read the docs :) and the other is that you can't hit enter to exit the text input field since that will kick you out of the tile editor. The only semi-reasonable way I have found to enter and save text in the custom data field and stay within the tile editor is to click on the text field for naming brushes after typing what I want in the custom data field.
#9
05/12/2008 (9:20 am)
Custom data is associated with a tile, but for a tile to be valid, it has to have a brush--which requires a texture.

Fortunately, a totally blank texture is fine (and is used in the aStar demo tilemap), so you can use the technique there to get started with pre-planned custom data sets.

Another possibility is simply to do things programatically--in other words:

--create a new class, call it for example aStarBlocker
----give this a field that contains the weight that should be applied to the tile map when the object is loaded
----update the weight grid using the API in the class'/behavior's onLevelLoaded.

I agree, the tilemap editor is a bit inconsistent and hard to learn, and it's on the list of things to work on.