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About greenfire27

  • Birthday 03/19/1984

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  1. You should probably move that question to it's own thread. Maybe someone with some Android knowledge will spot it and help you out. Wish I could help, but I've done painfully little with Android.
  2. Like microtransactions and such? Interesting. We should probably have code that can easily be added to the engine for these sorts of things.
  3. That's cool! I hope it does well. I don't know what admob is so I'm probably not going to be able to help you.
  4. It would be all the assets in the default asset manager in the engine (so readily available). The assets for the editors will be loaded in a separate asset manager so they will not appear in the editor. This is actually happening already in the dev branch. Also, the idea of loading a project was one that I struggled with for a long time. I finally settled on having the editors as more of an add-on for the game (which would not be added for the release of course) similar to the way the console is. Or another way of thinking of it is that we are just taking the console and extending it. It's
  5. For the Asset Manager I imagine a list of assets on one side and a list of controls on the other with the selected asset displayed in the center. So if you pick a particle effect, it's displayed in the center with the various settings for the particle effect on to the right of it.
  6. I wanted to have an "Asset Manager" that handles particles and animations along with static images. The scene editor is probably separate but I could see there being button to jump to an asset in the Asset Manager. I changed the event names from "Mouse" events to "Touch" events on the GUI controls which broke everything. I've been slowly fixing them and I haven't gotten to some to the controls used by the sandbox yet. There's other breaking changes still in the works as well, but that's the main one.
  7. Sounds like you were busy over the weekend :) I have started work on the editors, but I was quickly side-swiped by how run-down the GUI has become. So I started refurbishing the GUI and writing documentation as I went. You can find it in the wiki and try it out in the dev branch. I did manage to put in some scaffolding for the editors. They open with the console - separated by tabs. The editors will load everything they do as a module into a separate module manager (to keep the actual game stuff away from the editors stuff). I did the same thing with the assets. The editor assets are loa
  8. Composite Sprites do have dedicated cells like a tilemap, but they also have other modes for isometric tile maps or custom arrangements of sprites. There's no need for another tilemap object. You can read about them here: https://github.com/GarageGames/Torque2D/wiki/CompositeSprite-Guide In my game,Pirate Code, I use composite sprites for the ships (custom mode) and also for the world map's ocean (rectangular tile mode): https://store.steampowered.com/app/370120/Pirate_Code/
  9. Today I checked in code to the development branch to start the process of creating the editors. I started weeks ago (or longer I can't remember) and quickly found that the GUI situation was so bad that nobody could use it without looking up the code to see what actually works. So I've been reworking much of the GUI code to make it usable again - all documented in the GUI guide in the wiki of course. Most importantly, my checked in code paves the way for the editors. It builds the folder structure and sets up a separate asset manager and module manager for the editor as well as some place holde
  10. I'm glad to hear that you're using it. If you have questions you know where to find me.
  11. The MIT version came from the iOS version of the engine which was too different for the old editors to work. Also, I think there might have been some legal reason that they couldn't make the old editors open source.
  12. Hi Marauder! Have you had a chance to look at the code for t2d any?
  13. There isn't a published list, but that's mostly because it would start with "Editors" and nobody would care about anything that came after that. Having said that, there is a bunch of non-editor ideas that I hope to put into the engine at some point. I won't give you a list right here for time sake. As far as the editors go, I've started small. I'm currently working on asset management. I appreciate the offer to jump in. Since we're about a week away from Christmas now's probably not a great time, but I be happy to touch base again in two weeks. Maybe we can get some traction.
  14. There is a Steering Committee and it's mostly just me. I typically have about one person a year offer to join and help. Then we spend time going over the daunting list of things that need to be done. Then I never hear from them again. As far as community, there's a lot of people with warm feelings toward T2D but I don't think they roam the forums on this site. Currently there isn't really a great place for beginners to go to get help and that's a problem. But there's also a lot that needs to be updated with demos and would help beginners get through the learning curve easier. That's al
  15. T2D does fill a niche: rapid development. But it hasn't been fully realized. The mod system, scripting language, and future editors will all come together to make an engine that can take in idea to a game at the speed of lightning - and on six platforms to boot! I still plan to keep advancing the engine, so don't get depressed or anything. I just hope that the Patreon page gives users an avenue to support the effort, which in turn will provide us with motivation and encouragement. I've been in contact with Jeff. We want to make sure the sister engines don't diverge too sharply. But the
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