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.

#161
07/07/2010 (12:07 pm)
I would love to see...

A. If anyone is familiar with Illustrator, you can group items in the editor, as such with one click, you can move an infinite number of items in that group anywhere and they all stay equa-distant from each other, tho as a group they where ever you want them in world space.

This feature would of course have nothing to do with game play, on work in the level builder.

B. If, in the project panel, when searching through the sceneobjects list, you had the option to sort through them alphabetically.


I am not sure if these are possible as I would have no idea how to program that, but as I have learnt with Torque in programming, pretty much anything is possible. These two features would be great in creating another level of ease within the level builder.
#162
07/15/2010 (4:41 am)
I wouldn't mind seeing Perl used for the scripting language :D
#163
07/29/2010 (3:50 am)
Commercial Level GNU/Linux Support (Or just a compilable editor & game engine would suffice). Its such a shame to see "GNU/Linux" Support for this engine completely abandoned. With the market for it growing, why not finish off the support for it?
#164
08/25/2010 (7:55 pm)
These days, ¨flowchart¨ seem to be very popular...it enable complex command without code. And with all the time you are putting into torque 2d, I guess it might be possible :)

http://www.abload.de/img/the-witcher-2-tech-dete7m4.jpg

http://www.unrealtechnology.com/features.php?ref=kismet
#165
08/25/2010 (10:24 pm)
For the witchest:
www.abload.de/img/the-witcher-2-tech-dete7m4.jpgwww.unrealtechnology.com/features.php?ref=kismet

And what he's referring to appears to be a graphical flow chart representing programming concepts. I'm presuming that rather than going in a full flow chart direction that T2D will continue down the path of TGB with an editor where you're managing a scene and dropping elements onto it.
They may abstract more programming concepts and add it to the current editor but I doubt that they'll be coming up with a whole new window for this.

Who knows though, I'm assuming exciting things are happening behind the scenes.
#166
08/25/2010 (11:17 pm)
¨ I'm presuming that rather than going in a full flow chart direction that T2D will continue down the path of TGB with an editor where you're managing a scene and dropping elements onto it. ¨

I was thinking that they could use the graphical flow chart with the graphical editor...Maybe each object could have its litle flow chart for the Ai for example. Or a door event.

anyway, sorry if im wrong im not yet a pro.

btw, its witcher :P
#167
11/21/2010 (7:26 pm)
I think at this point we would like to know if T2D will ever actually be released.
#168
11/21/2010 (7:31 pm)
At this time, we cannot commit one way or another on any of our products until the future of Torque is decided.
#169
11/25/2010 (3:55 pm)
@Michael - I understand not wanting to comment. I just think we all would have been much more understanding and patient had the organization not went completely silent on us for months regarding status previous to this.
#170
02/01/2011 (8:50 am)
I can't believe that people don't request web browser deploy.
I'd like to build games to publish on facebook and the major game portals. That's the single more important flaw of T2D in my opinion.
#171
02/01/2011 (12:01 pm)
"Flaw" is the wrong word. "Desired feature" is more correct. TGB is an engine where a standard web-binary is a very doable thing, too. One plugin could serve the majority of the games made.
#172
02/01/2011 (12:38 pm)
Given the rise of steam and the mac app store, I would only be interested in a web-binary for demo purposes.
#173
05/01/2011 (4:24 pm)
I'm way late to this thread, but what attracted me to experiment with Torque over Corona, for example, is the integrated editor! I'd like to see this continue to improve to provide a live sandbox...

If you've ever tried Aptana for Ruby on Rails, that would be the ideal style. Specifically you would have your game running in the editor workspace! You could continue to add things to the scene or tweak the parameters live using the right hand list of tools. The results would be live. Finally, the console output would be under the game in a bottom pane. You could type in script commands in the console (like you current can).

I realize that the "game under edit" won't know if the mouse is game input (shoot the gun) or editing input (select the gun). I leave that up to my new overlords to figure out! (:

Finally, if the Torsion editor were integrated...

#174
05/03/2011 (12:49 am)
When the new version will be released?
#175
05/18/2011 (5:56 pm)
Hi one thing I would love in Torque 2D is the ability to define movements in the editor without having to create them in the .cs file. I remember about a decade ago using a program called Gamesmaker/Multimedia Fusion where it would have a predefined range of controls you could edit, for example for a platformer you could change the acceleration, gravity, friction/deceleration and other variables to make a range of controllable players. This not only was very quick but also meant you could create a new playable character within the editor without leaving it.
#176
05/21/2011 (6:10 am)
I would wanna see the gui builder and scene editor mixed together. That way its easier to make them blend and flow together properly.

A wed deploy option.

Mixing the TGB with torsion, like someone previously said.

Either adding behaviors in the gui builder, or adding more gui elements to the scene editor. I'm making a game that has a pvp.net style appeal to it ( no character animation or whatnot, just gui ) and the gui builder is less convenient to use than the scene editor, and the scene editor has behaviors which allows me to accomplish alot, but the gui builder has more things to suite me in this case.

#177
05/31/2011 (3:06 pm)
I know I'm late as well, but hey, better late then never. Here are some of my thoughts about what I'd like to see.

Updated version, first and foremost. One that kills some of the worst bugs, like scenegraph crashes on exit.

More robust network layer.

Ability to define sim groups in the project tab's Object Tree.

Would LOVE to see a categorization / grouping functionality for assets, besides the normal "Static Sprites", "Animated Sprites", "Scrollers", etc.

That's really it for me.
#178
06/15/2011 (10:03 am)
A elliptical collision mode.

Move the center of the collision circle (in the circle collision mode) to the sort point of the object.

Some kind of interactive presentation system (something like adobe flash, a native swf player will be nice). Maybe use it as alternative (or replacement) for the atual GUI system.

Most friendly video suporte (avi, mpg) with codecs.

thanks.
#179
07/29/2011 (8:33 pm)
2 things (I haven't used torque in many years so sorry if either have been said/implemented)

1. I would love to use lua in tgb so that way my books I bough aren't completely useless (lol)

2. GameMaker has the option to insert custom made external dll files. From what I looked at they do this in case you need soemthing more advanced than what their scripting language can handle. I don't know if this would be any use in tgb but I love that idea. Here is a link just in case. http://www.yoyogames.com/gamemaker/windows
#180
08/11/2011 (2:24 am)
I recently tried to use TGB, however I had over 200 animations for a Time Management game and when I put 60 spritesheets in the thing basically stopped working. This was largely due to not having a large enough graphics card (I bought a new one). At the time I only touched TGB when I started prepping the game but it seemed to me that constantly playing every animation in the animation dropdown is what killed the computer. Admittedly this would not be a problem with a game itself but when the world editor stops because there are too many animations playing in the animation preview this seems a bit ridiculous. To my way of thinking a world editor should require just a few resources more than a game build.

The animation viewer is really nice but if it can't load every animation - and the game I'm working on has 200+, some with 512 by 512 frames (25 frames a spritesheet) then it is less than useless. Ideally the animation viewer should only run an animation when the mouse rolls over it anything else is a complete waste of resources, after all I can see an animation running in the world view, and really what is the purpose except to waste resources - a 2D game engine that requires a GB graphics card at least is ridiculous in itself, but when one adds a 'nice' feature that breaks down with more than 50 animations and slows the engine to a crawl that's just taking the mickey. I never found out whether my new 2GB graphics card would handle 200+ animations in TGB by then I'd moved on to another game engine.