Game Development Community

Official TGB Documentation Feedback

by Stephen Zepp · in Torque Game Builder · 05/14/2008 (5:06 pm) · 110 replies

Please feel free to use this thread to talk about documentation feedback, suggestions, or contributions.
#61
09/17/2008 (9:25 am)
For my own reference

Posted by Shawn Morrow in separate thread (Whack a mole resource...)
Quote:Well i got to part 4 and there is no background image for the whack a mole resource. I have the 1.7.4 version. Any ideas?
#62
09/28/2008 (9:27 pm)
GuiTextListCtrl::getSelectedRow documentation is incorrectly the same as that for ::setSelectedRow. I am refering to the documentation string that is provided in the ConsoleMethod macro when it is defined.
#63
09/28/2008 (10:24 pm)
Good catch. Thanks James!
#64
09/29/2008 (3:54 pm)
Documentation Update

September Documentation Wrap Up Blog

Big thanks to everyone for helping me get through September =)
#66
12/15/2008 (9:41 am)
Thanks a lot for the doc updates Michael, the docs in the current state are very good and very helpful :)

I'd like to ask for some information about how to create tools (aka Custom Resources) like Font Helper though.

An overview about available interfaces/functions (available interfaces of LevelBuilderToolManager for example) would be great.

I know there's some good information about how to create (art) resources already, but any information that helps creating own resources (tools) would be nice and appreciated.

Thanks,

Stefan
#67
12/16/2008 (10:39 pm)
Nice update Micheal. I have a couple of suggestions. In the tutorials how bout some made for turn based selection games or platformers there pretty popular. or prehaps a basic AI implimentation.
#68
01/13/2009 (6:28 pm)
Test
#69
01/13/2009 (6:56 pm)
Hello,

I am one of the owners of makingindiegames.com and I am wondering what tutorials you guys want. Something like Networking, File IO, or Boss Fights. If you got a tutorial idea please email me at:

kevinoflaherty@makingindiegames.com

Cheers,
#70
04/22/2009 (8:42 pm)
In the audio tutorial the file it says to get the audio from doesn't exisit and I've searched to see if it was another folder and haven't found anything plus it says that you are building onto the TGB stock project which I haven't found a tutorial on either.
#71
05/19/2009 (11:17 am)
@David: The TGB Stock Project mentioned in the audio tutorial – and others – doesn't seem to exist anymore (anyone knowing different, please correct me), however you can work your way through the audio tutorial by using pretty much any short .wav file. At least that's what I did. It won't sound like what the author intended, but it will still show you what the functions do.
#72
06/22/2009 (4:33 am)
Where can I get The Scroller Demo? Now and then in the documentation, some tutorials refer to it to bring/copy/past some of the material/code etc.? I searched the whole folder and dont have it :(
v 1.7.4

Also when you install TGB it doesnt create games/TGB folder, while in some tutorials you have to use it.

P.S. The audio tutorial doesnt say that you should add
exec("./audioDatablocks.cs"); into your game.cs ( I put it on top of it, right after startgame function) to run it
With out it , when you run the game the console returns you
Unable to locate audio profile 'fireaudio'

Thank you
#73
06/30/2009 (10:39 am)
In the earlier versions of the TGB doc the shooter tutorial had some additions that were taken out for newer versions, and now its not even in the offline doc...

You have to set up the damaged pieces of the ship that were suppose to be used in conjunction with the particle effect. They leave you hanging, and now i cant find the version that had it.

Is GG slowly letting its foot of the gas for the TGB?
#74
06/30/2009 (10:58 am)
@Matt - We are actually ramping up development for Torque 2D, which means the documentation cycle will begin on it shortly after Torque 3D.

The docs made for Torque 2D will still be useful to TGB.
#75
07/02/2009 (9:54 am)
Thats good to here please keep me updated!

Torque 2d....you mean the actual engine is getting an overhaul or there will be new docs and tutorials

or both!

thanks
#76
08/03/2009 (12:10 pm)
is it just me or did they move some of the docs

for example in post #65 Michael Perry has this http://www.garagegames.com/developer/torque/tgb/ this is suppose to take us to the Document Landing page. However I just keep getting error 404 on it.

So where is this Landing page?

I am think it is here http://www.garagegames.com/documentation but not sure.
#77
08/03/2009 (5:51 pm)
Ok I have been looking at my docs for TGB.

this is from my local docs "C:/Program Files/GarageGames/TorqueGameBuilder-1.7.4/documentation/Documentation Overview.html"

I am in the TGB Reference/ActionMap/Methods

there a missing explaination of the full difference between these bind methods

bind(device, action,[modifier, mod...], command)
bindCmd(device, action, makeCmd, breakCmd)
bindObjActionMap::bindObj(device, action,[modifier spec, mod...], command, object)(device, action,[modifier spec, mod...], command, object)

for example, there is no explanation that bind require a function that recieves only 1 parameter of %val where as bindObj requires a funcation that recieves 2 parameters, %this and %val. The documentation state For clarification, see 'Bind Sample' example below. however this Bind Sample is missing from the Docs.

#78
10/11/2009 (3:31 pm)
I am currently going through all the documentation landing pages and updating links to work with the new site and doc links.

Make sure you use The Official TGB Landing Page from now on.

When Torque 2D arrives, there will be separate pages for TGB and Torque 2D
#79
10/14/2009 (3:02 am)
Hi Michael,

Just started out with this stuff...Can you clarify what you mean by "When Torque 2D arrives, there will be separate pages for TGB and Torque 2D"

How are Torque 2D and TGB different? Can you please explain?
#80
10/14/2009 (12:29 pm)
@Neil - Torque 2D will be our new flagship 2D engine. It will go far beyond TGB's capabilities. Have a look through this thread: Development Blog Series. It contains links to blogs about Torque 2D.

If you look at the current documentation landing page, you will see there are separate pages for Torque 3D and our previous 3D engines. The same will go for our 2D engine.