Game Development Community

Christmas is coming, is TGB2? Well, maybe next Christmas?

by jydog · in Torque Game Builder · 12/01/2008 (11:39 pm) · 26 replies

Slow day so I start a TGB2 want list. It has been a little while since we have had a bug fix, there are some issues needing to be addressed and there seems to be a fair amount of activity going on. This makes me hopeful for a release soon (after all, Christmas is coming). As it has been stated that the next TGB release will likely be a paid upgrade in the new form of Torque 2D (again), what,s your 2 cents?

What do you think it:
a) will likely included and/or
b) must include if they expect you to plop down some plastic pennies to upgrade! : )

As for me, in TGB2;
a) I expect we will see some form of:
Chris' mode 7 support,
ISO builder,
Swinging "rope" physics,
Improved individual tile manipulation.

b) deal breakers:
Asset library folders with better maintenance capabilities,
Lock/unlock all layers,
Hide/unhide all layers.

Remember Brett, "you'll get more *way* more than your money,s worth."
Money is tight these days, I have very high expectations!
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#1
12/02/2008 (12:15 am)
I am quite surprised that there hasn't been much talk of TGB 2.0 from the community since Brett let the cat out of the proverbial bag.

Quote:
Chris' mode 7 support,
ISO builder,
Swinging "rope" physics,
I am of the opinion that people should never be discouraged to create modifications to the stock engine and release their work as a paid addition for those willing to purchase it. These features you mention are not really what the core engine should provide. On the other hand, "Improved individual tile manipulation" and your (b) list are features that should be in the T2D/TGB core.

I am not sure that the TGB 2.0 dev team is ready to disclose exactly what will make the cut, however, I promise you that there have been many, many hours put into fixing legacy bugs (seriously, like 2 year old bugs).

I will give you one hint though, we're working on the idea that the next release is going to be the most powerful, stable and user-friendly version of TGB to date.

When we get a better understanding of where it is all heading, Mr. May will throw up a blog.

Until then, happy speculating!
#2
12/02/2008 (6:48 pm)
Ok I speculate about:

Category a.)
Better Support for Bitmap Fonts
Better Documentation or Extended Samples for dts models

Category b.)

Build in or Bundled IDE like Torsion
Enhanced Networking Support (Real Time?)
New Content like Graphics, Animations, Soundeffects or behaviors
Engine Support for Light
#3
12/02/2008 (7:01 pm)
Doc updates and new tutorials will continuously be released, with and without engine updates.
#4
12/03/2008 (11:06 pm)
A) Gamepad support for Mac?
#5
12/05/2008 (9:28 pm)
I strongly agree with Vern on GamePad support, but think it should be in all of Torque.
#6
12/14/2008 (11:42 pm)
The ability to change/write/edit scripts without having to leave the editor would be top of my list.

Followed by a proper script debugger/profiler (I've tried torsion but didnt get along with it.. if that's the best i can have.. i'd rather not write script at all and do it all in c++)
#7
12/15/2008 (12:38 am)
@MrClam - I think that kind of ability is cool. TorqueX 3D Builder has something similar. It has a built in XML editor for modifying the level data.

Over in the iTGB dev, we are looking at adding some cool usability features to the editor which might make their way over to standard TGB...some of those include script deletion and recompilation.

However, Torsion is a fantastic tool that I honestly could not get on without. The debugging is spot on fantastic, in both debug and release mode. I particularly like being able to jump in and out of C++ and TorqueScript thanks to Torsion.

Sure, I could just use C++ or notepad. I could also just use Notepad for editing documentation, but it's a helluva lot faster and painless for me to use TDN and Dreamweaver.
#8
12/18/2008 (1:39 am)
Will we see more scripting options?
C# perhaps ? ;)

A merge of TGB and TorqueX? <- wild speculation here.
#9
12/18/2008 (2:23 am)
@Yves - Interesting, but definitely don't see that happening
#10
12/18/2008 (3:24 am)
Of course. <- wild and completely unfounded rumor mill generating speculation. :)
#11
12/29/2008 (11:47 pm)
"However, Torsion is a fantastic tool that I honestly could not get on without. "

Obviously you havent tried writing anything significant with it then?

:-D
#12
12/29/2008 (11:51 pm)
Eh? What are you trying to get at? Torsion is the very best tool available for TorqueScript. Would you prefer to use Notepad?
#13
12/30/2008 (12:11 am)
Quote:Obviously you havent (sic) tried writing anything significant with it then?
I may write docs now, but I started as a programmer. =)

In the past, I used Notepad, JEdit, UltraEdit, WordPad, VisualStudio, CodeWeaver, and Torsion. Torsion has never failed me.

I've worked extensively with TGE, TGB, and TGEA, for demos and a major simulation project. My previous job had me working on some pretty difficult tasks, and there were times I was more than happy I had Torsion available to help me debug scripts.

Believe me, I've written enough significant code to safely say I would not work on a Torque project unless I have Torsion available to me. I'm currently writing docs for iTGB on a Mac and it's killing me to not use my favorite IDE.
#14
12/30/2008 (2:22 am)
Well, not this one.
Maybe New years?
Next Christmas?
#15
12/30/2008 (6:04 pm)
Hmm... I know I've heard mention of coffee making and house cleaning features being added, but then again that could've been a completely different discussion too.
#16
12/30/2008 (6:07 pm)
How about a walk the dog feature? Its like the dog waits every time until I'm in the zone to decide he needs to go out.
#17
12/30/2008 (6:11 pm)
Quote:How about a walk the dog feature? Its like the dog waits every time until I'm in the zone to decide he needs to go out.

Definitely should be number one on the priority list in my opinion. I can finally make my TGB MyDogSim game.
#18
12/30/2008 (8:14 pm)
Shaders! Such as the ones from TX and TGEA (TGEA isn't 2d, and TX doesn't have OpenGL support)

Maybe some better physics.
#19
12/30/2008 (9:14 pm)
In contrast to MrClam, I love Torsion. I haven't worked in very large projects with it, but it works flawlessly with my usual meager ~10k lines of script. I'd rater development efforts on the engines go into bugs and engine features rather than an IDE.

I'd have to agree with Tyler, some shader support would be cool. At least normal maps. I've had a lot of metal tiles that I've worked on that would be awesome with a dynamic metalic sheen.
#20
01/04/2009 (5:51 pm)
Yea, especially normal maps.

Although I would like to see relief mapping to make it have a more 'pop' effect.
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