First Impressions
by Benjamin Bradley · in Torque Game Builder · 06/20/2006 (12:21 pm) · 14 replies
So what are people's first impressions?
About the author
I run WebDesign.com
#2
06/27/2006 (10:13 am)
I just started using the trial version two days ago and I am going through the tutorials (on the second one right now). I was actually getting started on TGE but was intrigued by TGB. I am hooked! I will continue to develop models and games with TGE but I think I will be using TGB while I am becoming more proficient with TorqueScript. Great job with this one guys!!
#3
Another nice feature would be to add a script editor directly within the engine so restarting wouldn't be nescessary so often, or perhaps add a button to quickly reload (or at the very least, automatically restart after quitting) to update changes from script files.
06/27/2006 (11:11 am)
It be nice if there were some syntax checking, or something like "compiler errors" to let me know when I make a mistake. I got stuck a few time in the tutorials because I typed "$this" instead of "%this", for example.Another nice feature would be to add a script editor directly within the engine so restarting wouldn't be nescessary so often, or perhaps add a button to quickly reload (or at the very least, automatically restart after quitting) to update changes from script files.
#4
Syntax checking is caught and logged in the Console in TGB, and also written to console.log when you exit TGB.
Hope that helps,
- Tom.
06/27/2006 (11:16 am)
Typing $this instead of %this isn't going to be shown as a compile error. For example, %this is a local variable, however $this is a global variable. Two valid and seperate variables there. ;)Syntax checking is caught and logged in the Console in TGB, and also written to console.log when you exit TGB.
Hope that helps,
- Tom.
#5
06/27/2006 (11:20 am)
@Nebu: the engine automatically ignores .dso's and recompiles your code everytime the level is ran...so you don't need to restart your engine.
#6
This might just be a personal preference thing, but I like languages where you have to declare a variable before using it for exactly the reasons mentioned above. I know VB lets you toggle mandatory declarations on and off with OPTION EXPLICIT. Any chance a similar feature could get put into TorqueScript?
06/27/2006 (11:21 am)
Thanks for the tip on the console. I'll start checking there whenever my scripts start performing strangely.This might just be a personal preference thing, but I like languages where you have to declare a variable before using it for exactly the reasons mentioned above. I know VB lets you toggle mandatory declarations on and off with OPTION EXPLICIT. Any chance a similar feature could get put into TorqueScript?
#7
I have no idea if it is in there already, never looked how to do it, never wanted to. :)
06/27/2006 (11:25 am)
If you have the source, and the knowledge, I'm sure you could do it. ;)I have no idea if it is in there already, never looked how to do it, never wanted to. :)
#8
06/27/2006 (1:03 pm)
I love TGB. It is very quick to get up to speed. Especially with the great docs and examples. I'm having a ball when I find time to mess around with it.
#9
It's a preference you can set (thanks to Labrat for reminding us all!):
$Con::warnUndefinedVariables = True;
06/27/2006 (1:35 pm)
Quote:
I know VB lets you toggle mandatory declarations on and off with OPTION EXPLICIT. Any chance a similar feature could get put into TorqueScript?
It's a preference you can set (thanks to Labrat for reminding us all!):
$Con::warnUndefinedVariables = True;
#10
The only thing that bugs me right now is that it's not full screen when you are working.
06/30/2006 (11:03 pm)
I went ahead and bought it, since it is a major step up from GameMaker (www.gamemaker.nl) and is more powerful out the box.The only thing that bugs me right now is that it's not full screen when you are working.
#11
You can use alt-enter, or Select the Edit->Preferences menu to have the application go full screen.
07/01/2006 (6:13 am)
@Lamont: do you mean the application itself, or the "working area". You can use alt-enter, or Select the Edit->Preferences menu to have the application go full screen.
#12
07/01/2006 (8:50 am)
I saw that, but it's not "Windows" full screen. It flickers my monitor when I go from TGB to Photoshop/Lightwave/Other Apps. Maybe the option to offer the "full screen" resolutions in windowed mode?
#13
The maximize capability was taken out at the last minute do to some functional inconsistencies, and as far as I am aware will be worked on in the future.
07/01/2006 (9:19 am)
So what you want is a "maximize" so that it takes up all screen space, but still is windowed, if I read you properly.The maximize capability was taken out at the last minute do to some functional inconsistencies, and as far as I am aware will be worked on in the future.
#14
07/01/2006 (9:41 am)
Cool. So I am not going crazy ^_^!!
Torque Owner Jon Penneman
The interface and layout is really user friendly and everything seems to function really well.
I did notice that the debuggin is a bit hard to read/ figure out, but i was refered to get Torsion, and I am just about to start to use that now.