Feature Request Thread
by Michael Perry · in iTorque 2D · 06/01/2009 (3:19 pm) · 8 replies
Use this thread to post feature requests and engine suggestions. If you already have a solution or an idea that can speed up the process of implementing these improvements, please post those as well. Example:
"Its annoying to do File->build and set all the options again, and again, and again to the settings you want because itgb (tgb) doesn't save them.
Maybe have a File-> quick build so it can build to xcode/mac/windows whatever with the settings you last had. Or fix the build pane. Also it would be nice to have a shortcut key that does this without opening the pane and clicking build. If i can bind this to a key it would speed up dev a lot."
The more detailed you can be, the better. Visual mock-ups are welcome. Remember, this is not the thread to post bugs.
"Its annoying to do File->build and set all the options again, and again, and again to the settings you want because itgb (tgb) doesn't save them.
Maybe have a File-> quick build so it can build to xcode/mac/windows whatever with the settings you last had. Or fix the build pane. Also it would be nice to have a shortcut key that does this without opening the pane and clicking build. If i can bind this to a key it would speed up dev a lot."
The more detailed you can be, the better. Visual mock-ups are welcome. Remember, this is not the thread to post bugs.
About the author
Programmer.
#2
I don't know how hard this would be to implement but it would be good if you want to do some testing to see whats causing some fps drops or simple want something out of the scene but still in the editor.
Instead of deleting my player it would be good to just check the disable button and he either wouldn't get written to the scene for the iphone app and wouldn't show up in iTGBGame.
The checkbox could maybe put the item at half transparency with a color like yellow to show its disabled to the sprite, shape3d, image, etc.
06/01/2009 (4:25 pm)
iTGB Builder Disable Checkbox for all entities you can create (from the right sidebar).I don't know how hard this would be to implement but it would be good if you want to do some testing to see whats causing some fps drops or simple want something out of the scene but still in the editor.
Instead of deleting my player it would be good to just check the disable button and he either wouldn't get written to the scene for the iphone app and wouldn't show up in iTGBGame.
The checkbox could maybe put the item at half transparency with a color like yellow to show its disabled to the sprite, shape3d, image, etc.
#3
07/30/2009 (10:49 am)
Level Builder vs. Scene Management for imagemaps, animations and other things. I'm talking about the ability to categorize imagemaps, animations and everything else in the editor, then associate those categories with a level file. This way everything is loaded into the editor, but only the assets actually used are loaded into memory for a specific scene when the game is in play. Most teams have had to integrate something like this by hand, so it would be nice to see it come as standard with both iTorque2D and Torque2D (and probably also TorqueX 2D).
#4
07/31/2009 (12:20 am)
It's rather frustrating to have to keep moving all my generated fonts from the user directory to the proper directory in my project (and, to be honest, I couldn't find where the heck iTGB was saving these for the longest time - they wouldn't even come up in full system Finder searches!). Instead of saving them in this odd location, they should instead get saved into the proper Common/Data/Fonts directory for that game. Same goes for Windows - they get saved in a pretty weird spot there, too.
#5
It would be great if there were keyboard shortcuts for navigating around the UI of TGB.
08/26/2009 (2:39 pm)
Keyboard shortcuts:It would be great if there were keyboard shortcuts for navigating around the UI of TGB.
#6
When the eff files are saved, they are binaries. It would be great if you could access the particle effects through a semi-human readable xml or other text file.
08/26/2009 (2:41 pm)
Text Editable Particle Effects:When the eff files are saved, they are binaries. It would be great if you could access the particle effects through a semi-human readable xml or other text file.
#8
08/27/2009 (8:57 pm)
I would very much like to not be stuck in the dark ages and be able to use the Standard Template Librart (STL) with iTGB>.
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
I'd like iTGB to know what sizes are allowed by texturetool. Not only are the sides power of two, but they must be the same length. So only 64x64, 128x128, no 32x64 or 128x1024 strips. Images at odd sizes shouldn't be possible to select as PVR.
Besides that, maybe it could help if the editor could also pre-convert the source images to either RGB565 or RGBA4444 to give an impression of how the image would look in the 16-bit formats on the iPhone. Not sure how PVRTC works, but maybe strong JPEG compression on top of that could fake it ;)