Game Development Community

New Toys for your Sandbox Collection

by Mike Lilligreen · in Torque 2D Beginner · 02/18/2013 (4:15 am) · 32 replies

I've just released a new toy for the Sandbox: WorldWrapToy. You can grab a copy of it here: github.com/t2Dtutorials/Modules

It demonstrates keyboard bindings with a floaty, spaceship style movement behavior. It also uses Box2D sensors to mimic a feature older versions of the engine had - world limit wraps. Any feedback or suggestions for improvement are always welcome.

As a general discussion topic for the community, it would be nice to have a central location where everyone can easily find and share toys, example games, other scripts, or even art assets with the appropriate CC license. What is the best way to handle this? Simply a forum thread like this with links to our content? A page on the T2D wiki with links? A Torque 2D supplement repository on Github for things that are outside the scope of inclusion in the master/development branches of the engine?

Edit: updated title for sticky. Thanks Mich!
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#21
07/24/2013 (1:15 am)
https://www.dropbox.com/s/b3ofsodfnhznqlz/Water1.rar

Webb requested water and this is one way to do it. Water is fun and it would be cool if others posted water effects. I also hope shaders get added into the engine to be able to do it through that.

I don't know if the texture is not seamless which could be causing a border artifact (visible when alpha is 1.0). If it is seamless then there's something wrong with either my positioning code, the engine dealing with torquescript floats or a combination of both.

s16.postimg.org/vdzwxpwx1/Untitled.png
#22
08/01/2013 (6:28 am)
Thank you Practicing! This is a cool alternative to what I was trying with the scrollers!
#23
09/05/2013 (8:39 am)
https://www.dropbox.com/s/n9br10qe80zui9v/NetworkChat.rar

Tested in local, the purpose was to learn how to connect and implement rpc's. Still don't fully understand some things. In order for the toy to work you have to add Sim::getClientGroup()->assignName("ClientGroup"); to initializeGame().

s7.postimg.org/vnmuqe3qz/Untitled.png
#24
09/27/2013 (5:56 am)
@ morningdovesoft, i really like the torque toy you made. are you still currently developing it? i was thinking about creating a sandbox toy similar to what you made for editing J-RPG world / city / building maps. are you planning on adding functionality to your project?

something i would really like to see, is a "weight painting tool" similar to blenders, where you can paint areas on the map and assign a function to it, like say monsters with a certain hit point level, or create places which the character cannot walk. also in the same tool, have the ability to pick a sprite, and use it to "paint" the scene, and assign a "weight" to it so the character cannot walk through it, like a wall.

i have been looking over some other RPG game engines such as RPGmaker to see how they do stuff, and get some ideas for how to develop something like this.

if you are still in the process of developing this, is there anything i could do to help?
#25
11/28/2013 (3:39 pm)
Hey, sorry for the bump. I created a topic about platformers and asked there about the "PlatformDemoToy.zip", which is listed here on the 1st page. Unfortunately, the link is dead. I think it is easier to find someone who owns it in this topic, i really want to get it. Also, the bumping of this topic can be a good idea, because it is generally not only platformer-related and maybe somebody has new toys to share with people. thanks!
#26
01/28/2014 (4:30 am)
/*****************/
Matrix Rain Effect
/*****************/
* * ** ** ***
* * ** ** **
* ** * *
* * * *

I started with the ImageFont toy as a base. It's a really bad idea to dynamically
generate so many scene objects (latency).

https://github.com/practicing01/Torque2D/commit/316768db8e73da9875d54a3584ac969b2b159e55

#27
01/28/2014 (10:15 am)
Neat. TGB has a particle effect that riffs on the matrix rain effect. Might be interesting to port it over as a particle asset.
#28
01/28/2014 (2:28 pm)
@practicing01, thanks for the water animation. Definitely something I would use in my games.
#29
02/07/2014 (1:32 am)
I couldn't figure out how to use unicode. Also couldn't figure out how to parse custom xml. So I used www.angelcode.com/products/bmfont/ to generate bitmaps of fonts.

github.com/practicing01/Torque2D/commit/1eb8aec91c53aa82988dbb369550d65236a31dd5

s30.postimg.org/nottvdmep/Screenshot_from_2014_02_07_05_16_03.png
You can catch a glimpse of a rare attack on #garagegames in the pic.
#30
03/08/2014 (1:13 pm)
A new toy has been added to the development branch. AudioToy finally gives the official repo a module that demonstrates using music and sound effects in T2D. It's also helpful in testing audio related stuff on the different platforms whenever big changes are pushed into dev.

I purposly made this toy very different than any other in the Sandbox. All objects in the scene are read-in from TAML and the vast majority of script functions happen through behaviors. Behavior connections are shown off as well - for the longest time I couldn't really figure out how to use them and then it just "clicked". It's pretty awesome functionality.
#31
07/12/2014 (11:32 pm)
CompositeSprite Tool toy. It has basic features, just ortho for now. Requirement for image assets: AssetCategory="Image" attribute and for them to be inside the assets/images folder of the toy.

github.com/practicing01/Torque2D/tree/development/modules/CompositeSprite_Tool

#32
07/13/2014 (9:38 am)
Sweet, man! Thanks for sharing!
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