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greenfire27

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Everything posted by greenfire27

  1. Unfortunately I work in 2D, but I'd be excited to see what you guys can cook up in a few days. I think a theme with asset pool would be fun. It would help focus development time the game mechanics.
  2. Yes, the problem is with Windows 10, 1903, but it sounds like it works for Android.
  3. I think the value in script is between 0 and 1 (not including 0) and in the engine that maps to -1 to 1. So should we be doing something platform specific for gamma correction on Android?
  4. And does it cause any problems in Android or iOS? In the latest version of windows it brings the whole machine to it's knees in a hell-storm of utter darkness!
  5. It happens automatically when the engine is starting up. Go to /platform/platformVideo.cc line 197 and 198. If you get latest in the master branch you'll need to uncomment them. The top line is an if-statement to which checks for gamma correction with getDeviceGammaRamp(). If it returns true (i.e. the device has hardware gamma correction) then it falls through to line 198 where it sets the gamma with setDeviceGammaRamp(). Just put a breakpoint there and see if it falls through the if-statement. My guess is that it almost never falls through and it is always broken when it does, but we'd like to know for sure.
  6. Thanks for the reply! I already commented out the gamma code from the Master branch, but it's easy to revive if you want to test it. Remember, the bug won't happen if you have two monitors (which most devs seem to have). I think in most cases the gamma correction code wasn't firing anymore anyway.
  7. It seems when there are two monitors set to extend the view then getDeviceGammaRamp returns false which causes the setDeviceGammaRamp to never be called. Is this Gamma ramp code just so old it doesn't work? Would I be better off removing it entirely?
  8. Hi, This is something that is popping up in Torque 2D but it might be the same in 3D as well. It seems that in windows 10 version 1903, if there's not two monitors extending the view, then setting the gamma with setDeviceGammaRamp causes the screen to go entirely black with no way of fixing it. If anyone can shed some light on this problem I would greatly appreciate it. Also, you should check to see if it is happening in T3D.
  9. 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.
  10. Like microtransactions and such? Interesting. We should probably have code that can easily be added to the engine for these sorts of things.
  11. 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.
  12. 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 a little bit of a paradigm shift from the old TGB but it saves a lot of effort that we don't have the man-power for. So the game loads as normal and somewhere in main it loads the editors which do everything they can to stay out of the global namespace and base asset manager. Of course, the editor is loaded as modules and if the game had modules with the same name that would be a problem. With that exception it should work great. I currently treat the Sandbox like the "game". Also, I've set up a library fold that I want to have reusable modules in. I hope to create a "Module Manager" that can add modules from the library into your game folder. There's already code to copy modules so this actually might be easier than it sounds. In the future I hope to have a lot default functionality built as modules so that people can quickly prototype ideas. For example, a dialog box module for an RPG type game. I image after copying it the user will need to make changes but it will give them a quick starting point. For now the library just has the AppCore module in there.
  13. 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.
  14. 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.
  15. 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 loaded by a different asset manager instance. This should make it much easier to build an asset editor. So there are lots of code changes to the GUI and many of the controls are still broken or I removed them (there were 9 buttons). You can read about my changes so far here: https://github.com/GarageGames/Torque2D/wiki/GUI-Guide I also did several Patreon post about my changes that you could read. https://www.patreon.com/Torque2D I took a break from the editors to do an update to my game, but the update is almost done and I'll return to the editors soon.
  16. 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/
  17. 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 holder managers. It's a long ways off still, but I think it shows what I'm gunning for. You can see it now in the dev branch. It's not stable. Tilemaps are a lot different than TGB. They now work using the CompositeSprite instead of a dedicated tilemap object. If you know what you're doing they can be very fast. If not, well, you should know what you're doing... T2D does not have lighting of any kind. There's no normal mapping. There's no shader support. It uses a fixed pipeline. Consequently, this seems like a good area to grow the engine. Liquid fun is cool. Seems like a side note to me. Not really critical to the engine.
  18. I'm glad to hear that you're using it. If you have questions you know where to find me.
  19. 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.
  20. Hi Marauder! Have you had a chance to look at the code for t2d any?
  21. 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.
  22. 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 all part of the daunting list of things to do. Because I've had a lot of non-starters, I would prefer that you didn't join the committee until you've submitted a few valuable pull requests. If you just want to put some ideas out, then private message me through these forums. You've got my ear.
  23. 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 there isn't a silver bullet that will solve all problems. There's a lot of competition out there from engines with solid revenue streams. For Torque to compete, we need a way for our users to vote with their wallets. Otherwise, we'll lose to engines with payed developers every time. The Patreon page will hopefully give our community a fighting change to level the playing field a little.
  24. Thanks for the advice and for volunteering to give the first donation! I'm just kidding! But seriously, thanks! Always glad to hear ideas.
  25. That's good to know about GoDot. Don't get me wrong. I don't expect Patreon page to explode with donations. However, I do know that some users would be willing to pay to get certain features and that would finally push things forward. Torque2D supports six platforms including iOS, Android, and Web.
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