What would you like to see addressed in Torque 2D?
by Phillip O'Shea · in Torque Game Builder · 11/06/2009 (9:22 pm) · 214 replies
Hi!
In the same spirit that Matt F. posted his thread "What would you like to see addressed in Torque 3D?", I've started one for us!
Use this thread to throw out ideas or suggestions, features or improvements that you would like to see happen in Torque 2D. This includes any bugs or issues that you have experienced during your time developing TGB that you feel haven't been addressed.
This is your chance to ensure that Torque 2D really is the product that you want to use, though we cannot promise that all requests will make it into the initial release.
There are a few rules to posting:
Edit: On a side note, Matt F's thread has 280 posts as of writing. Its not a competition, but I'm sure we can smash that!
In the same spirit that Matt F. posted his thread "What would you like to see addressed in Torque 3D?", I've started one for us!
Use this thread to throw out ideas or suggestions, features or improvements that you would like to see happen in Torque 2D. This includes any bugs or issues that you have experienced during your time developing TGB that you feel haven't been addressed.
This is your chance to ensure that Torque 2D really is the product that you want to use, though we cannot promise that all requests will make it into the initial release.
There are a few rules to posting:
- Please don't use this thread to ask questions about Torque 2D (or TGB mind you), start a new one!
- Be specific (if possible), comments like "improve physics" are not all that helpful.
- Point to sources or provide screenshots where appropriate. Chances are you've seen some cool ideas somewhere else on the interwebs, so throw out a link or a screeny so we can check it out too!
- Suggest any feature that you want, but try not to make it too outrageous (3D scenes instead of 2D, for example)
Edit: On a side note, Matt F's thread has 280 posts as of writing. Its not a competition, but I'm sure we can smash that!
About the author
Head of Violent Tulip, a small independent software development company working in Wollongong, Australia. Go to http://www.violent-tulip.com/ to see our latest offerings.
#202
11/28/2011 (5:12 pm)
better collision detection by using the polygon creator in the world map instead of a small box in the editor. and an easier way to manage animation when it comes to scripting.
#203
12/17/2011 (10:55 am)
browser based deployment...
#204
without noticing that this very thread here already existed, so I moved my suggestions to this one instead:
Change the tile layer binary format ".lyr" and particle effects ".eff" to a text format, XML possibly. The advantages:
a) easily edited
b) avoid (or minimize) portability issues between version changes
12/20/2011 (2:09 pm)
I started a thread called [REQUEST THREAD] Add your TGB request herewithout noticing that this very thread here already existed, so I moved my suggestions to this one instead:
Change the tile layer binary format ".lyr" and particle effects ".eff" to a text format, XML possibly. The advantages:
a) easily edited
b) avoid (or minimize) portability issues between version changes
#205
02/12/2012 (7:48 pm)
umm the ability to name your layer in the editor. As many yeas as I used this I still never remember what I have on what layer.
#206
Developing on the Eclipse system sucks big time!
03/16/2012 (7:00 am)
When can we see support for Android?Developing on the Eclipse system sucks big time!
#207
The editor for this is rather clunky and featureless. This is not such a big deal when only adding in one or 2 but if you pick up a pack like the Fantasy Character Pack you will spend hours if not days getting all these moved into the project and set up.
What I suggest for adding sprite sheets to the project -- editor changes:
1. be able to select more than one sprite sheet at a time, possibly even an entire folder.
2. Once the images are selected, have the Image Builder window open to set the properties and then apply to all images being brought in.
3. Once settings are applied write all the data to the managedDatablock.cs file.
Suggestions for setting up the animations for the freshly imported sprites -- editor changes:
1. for animations that have multiple directions be able to select all sprites sheets and apply the settings at one time.
I understand that this would might not be feasible for more than one animation at a time due to varying attributes such as 'cycle animation', but when you have an animation that is done in 8 directions all with the same settings it is extremely tedious.
2. Once settings are applied write all the data to the managedDatablock.cs file.
04/24/2012 (11:42 am)
I am fairly new to using TGB and iT2D but one of the first things I find that needs love is how sprite sheets are added and then set as animations.The editor for this is rather clunky and featureless. This is not such a big deal when only adding in one or 2 but if you pick up a pack like the Fantasy Character Pack you will spend hours if not days getting all these moved into the project and set up.
What I suggest for adding sprite sheets to the project -- editor changes:
1. be able to select more than one sprite sheet at a time, possibly even an entire folder.
2. Once the images are selected, have the Image Builder window open to set the properties and then apply to all images being brought in.
3. Once settings are applied write all the data to the managedDatablock.cs file.
Suggestions for setting up the animations for the freshly imported sprites -- editor changes:
1. for animations that have multiple directions be able to select all sprites sheets and apply the settings at one time.
I understand that this would might not be feasible for more than one animation at a time due to varying attributes such as 'cycle animation', but when you have an animation that is done in 8 directions all with the same settings it is extremely tedious.
2. Once settings are applied write all the data to the managedDatablock.cs file.
#208
An idea in the meantime, even though you are a self-professed beginner, would be to load one animation of a type. Save it. *Close the editor.* Then go into the datablock.cs file and copy/paste/edit the result (with your favorite "search and replace" tool) until you have all your sprites in.
If you do this, I'd be careful to close the editor first like I wrote. Why? Because even if you have manually saved, the editor has a quirk/bug where it ask if you'd like to save when you close. And if you do, it won't know about your datablock.cs changes and will overwrite them. Ugh!
04/24/2012 (8:47 pm)
That's a good suggestion Greg!An idea in the meantime, even though you are a self-professed beginner, would be to load one animation of a type. Save it. *Close the editor.* Then go into the datablock.cs file and copy/paste/edit the result (with your favorite "search and replace" tool) until you have all your sprites in.
If you do this, I'd be careful to close the editor first like I wrote. Why? Because even if you have manually saved, the editor has a quirk/bug where it ask if you'd like to save when you close. And if you do, it won't know about your datablock.cs changes and will overwrite them. Ugh!
#209
05/07/2012 (5:29 am)
Accurate, updated documentation. One example: Put yourself in the mindset of a new programmer and try to get the Ninja Platformer tutorial to work in its current state. This seems like a 30-minute fix but would do wonders for new users.
#210
05/07/2012 (10:44 am)
I would like the directory organization to be closer to the one used in iTorque.
#212
I've been working on a platformer in torque, really, nothing crippling, everything seems to work well.
I had to edit a file to enable vsync, and for some reason on my mac unless I turn "prefer speed" off, I see things flash a white border from time to time.
Hopefully I can complete this project!
05/08/2012 (5:21 pm)
Android support, also copy\paste groups of tiles within tile maps.I've been working on a platformer in torque, really, nothing crippling, everything seems to work well.
I had to edit a file to enable vsync, and for some reason on my mac unless I turn "prefer speed" off, I see things flash a white border from time to time.
Hopefully I can complete this project!
#213
09/06/2012 (1:02 pm)
Windows 8 compatability, means no more win32 calls all WinRT so we can make LiveTile games for the windows store.
#214
09/06/2012 (1:49 pm)
That's a great request that would require splintering the engine down a new path. It's a nice path, but it would kill all Mac, iOS or other platform compatibility. I would like to see a runtime for Windows 8 that T2D supports upon project packaging. That way we could target OS-specific features (Apple Store, LiveTile, etc) while maintaining a strong tool. I'm not in charge of its development and roadmap, however. But it's a good suggestion.
Torque Owner Sobo