Game Development Community

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:

  1. Please don't use this thread to ask questions about Torque 2D (or TGB mind you), start a new one!
  2. Be specific (if possible), comments like "improve physics" are not all that helpful.
  3. 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!
  4. Suggest any feature that you want, but try not to make it too outrageous (3D scenes instead of 2D, for example)
If you've ever wanted to voice your concerns or opinions about the future of Torque 2D, now is the time!

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.

#141
03/08/2010 (9:50 am)
Thanks for the heads up, any Torque information gets me excited so I think I'm set!
#142
03/11/2010 (10:02 am)
David, I'm looking for a lead programmer in a new game. Any interest?
#143
03/11/2010 (10:13 am)
Sorry BKM, not looking for anything like that. Thanks though.

Probably also not the right thread for this kind of discussion.

To get back on topic. Another dream wish, Steamworks integration. Especially since steam is now cross-compatible with Mac and PC.
#144
04/08/2010 (3:41 am)
Encryption data!

I am not sure if anybody has asked for that, if so, another vote!
#145
04/12/2010 (10:19 am)
I'd like to add another vote for some sort of web browser integration.

Also real time networking would be nice as well.

And as long as I'm asking, isometric game support would be really cool.
#146
04/12/2010 (11:06 am)
Hey darius, real time networking was shown in the first dev blog
#147
04/12/2010 (7:29 pm)
Well sweet, I guess I forgot about that. I guess that's one down. Thanks for pointing that out.
#148
04/12/2010 (10:43 pm)
No worries Darius, you're not the only one. I forgot it, too :)
#149
05/25/2010 (2:32 pm)
I know this thread is old but the team is still working on the engine...so I would like to suggest some things that I want. ^^

- Simple but AWESOME, 2d motion blur for objects (and screen). this would really give a next-gen look to the games without much effort...cause if an object move in X direction, it is motion-blurred in the other direction. Dont forget the ability to set the motion blur settings too :P.

- simpler and more intuitive GUI maker.

- more post-processing. for exemple, a color balance would be awesome to give different mood in the game! :)

- still a great price, I know it will cost more but please think of game-maker teens like me :P I cant afford a price near 400-500 for sure!

- Shadows system like in ethanon engine : http://www.asantee.net/ethanon/

- LUA support

- integrated IDE for codes

- Dynamic per-pixel lighting with normals (I saw you are already doing it)

Maybe some of theses features are already in TGB but I just tried the demo for now :P. Was about to buy it but torque 2d will have limited compatibility with tgb projects (told by a GG staff). CANT WAIT to buy Torque 2d!

and sorry for my english :P
#150
05/28/2010 (6:12 pm)
Finally crush the "InitializeProject function could not be found" bug.
#151
06/01/2010 (12:34 pm)
Linux support! It would be perfect to see Ubuntu package.
#152
06/11/2010 (9:24 am)
For crying out loud better navigation within our scene. It's terrible that we can't pan the scene as we're working. Or is it just me? I have to view > show all, select an object, and then view > show selected to navigate...
#153
06/11/2010 (11:54 am)
It's just you. ;)

Under Windows you use the right-mouse button to pan the scene.
#154
06/13/2010 (3:43 am)
By God Melv I'm a noob.

What about a cut scene feature? The ability to insert video files between levels?

Also as a trigger within levels?
#155
06/21/2010 (4:48 pm)
I'm still fairly new to TGB (owned it for a couple years but just now using it a lot), and for me the biggest struggle I've had so far is with text. It is really hard to get any text looking decent, and there isn't a solid, predictable path to get there (that I can find).

The expectation from an end-user's perspective is that you create a field, give it some text, set the font, and then the engine just handles it. All of the character height, horizontal scale, caching, font size (only in code), calculating it based on screen size, etc. is wacky IMHO. It seems like something super simple that has just worked in many other multimedia and game development apps that should "just work" in TGB.

Sorry if I sound frustrated, but I keep trying different people's solutions, my text still looks really crappy, and I feel like I'm trying to resolve something that the engine should just handle for me. :-(
#156
06/22/2010 (10:34 pm)
I just read in the first pages that genre kit will not be compatible...

I understand this but can you ask genre kit developpers (like sickhead games),before the release, to redo their genre kits? I would really like to have it straight when il buy the engine, i.e., when it will be out ^^
#157
06/23/2010 (6:21 am)
Any third-party project compatibility is dependent upon the developer's discretion. Creating third-party content, especially in terms of genre packs with any large-scale source changes or massive script development can be extremely costly for a developer to port. They need to do a cost analysis before deciding on such a major port.
#158
06/23/2010 (8:45 am)
These requests are based on the mac version and issues below may not appear in the pc version. Many of these issues may be redundant in 2D, but i'm just sayin :-) Im also happy to be told that I'm crazy and that the feature already exists.

And of you were wondering, I really like this software.

1 Drag and drop import in mac version or at least the ability to import multiple items - a selection of png files for example.

2 Add the ability to select and delete multiple static sprite/scrollers etc.

3 Shift constrain when moving objects would be nice.

4 Tabbing between fields in the editor moves cursor to the next field but doesn't hilight the field contents. Instead, the cursor appears at the end of the text in the next field. Make it hilight.

5 Allow drag reordering of static sprite assets in 'Create'

6 Allow imagemap imports of the same name to appear but with '-01' or similar appended.

7 Allow a space to be used in the pathname of the project folder for pity's sake.

8 Fix the file name bug when saving tilemaps so that they don't appear as mytilemap.lyr.lyr.lyr

9 Assign simple kbd shortcuts to tilemap editor to allow rapid switch Photoshop style - "e" = eraser, "b" = brush etc

10 In tilemap editor add a "Don't show again" checkbox to the Warning "Reducing the tile count will erase the tiles outside the bounds of the layer and cannot be undone. Proceed?"

11 When closing the main window/reloading, add a Cancel option to the Save/ Discard dialog.

12 Allow selection of muliple tilemap cell contents and the ability to move these or copy, paste or duplicate within a tile map.

13 Set object copy & paste default to offset rather than appear in exactly the same position with Copy in front or Copy behind option. Alternately, some visual cue to indicate that the object has copy/pasted over the top.

14 In Collision, by default, Circle Scale and Superscribe Ellipse appear even though Polygon in the default detection mode. Manually selecting Polygon again will make them disappear of course, but for a novice, they are confusing.

15 Allow layer management (locking) to persist when reopening project.

16 Have a kbd shortcut for Play - Shift Enter for example.

17 Have a GUI based audio environment - import, attributes etc.

18 Change the way behaviours appear. Make them alphabetical not reverse alpha order and list the behaviour types as submenus to avoid a huge great long list.

19 Allow particle emitters to be duplicated, copied and renamed.

20 For the icon of the particle effect, add an exclamation in the top right corner (or similar) if the imagemap is missing. Rollover this to see name of missing imagemap.

21 Don't auto populate the Scrollers with image maps, just allow user to add as required - drag imag map to scrollers when needed?

22 Call them 'Levels' or 'Scenes', not both.

23 Change "File: Save As…" to "File: Save Scene As…"

25 In the ImageBuilder window, have a "set icon preview" option and/or allow rollover of cell based imagemap icons to 'scrub' thriough the frames/cells.

26 In Object Tree, allow script name to be edited and also added.

27 Changing a mounted object (parent object link points for example) resets Track Rotation to true. Change this.

28 Allow mac version to build a pc version.

29 Make it easier to port files to xCode from iTGB.

:-)
#159
06/28/2010 (4:36 am)
I vote for lua scripting.

Also any kind of GUI enhancements.

This last one is probably not possible, but create a t2d activex/com dll so I can load the engine in smalltalk :)

#160
06/29/2010 (9:54 pm)
Resolution changes handled by the engine. I used to think making every GUI element 'relative' would magically resize everything to fit the user screen, but it messes up all the positions and extents.

Currently I have to manually resize my GUI and windows to fit to the resolution.

Would be great if T2D just had a checkbox (maintain aspect ratio), that when checked resizes the window with 2 black strips on each side, else stretches everything to fit the screen.