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Torque Game Builder 1.1.3 Goes Live!

by Matthew Langley · 11/29/2006 (5:42 pm) · 44 comments

tdn.garagegames.com/wiki/images/0/0c/Top_logo.png
TGB 1.1.3

Note: Windows only release, Mac release is still on the way.

It's been two months and a day since our last release and we've been busy working on lots of features, updates, and bug fixes. The two most exciting new additions are the new Documentation Framework and the Text Object. We've also remedied lots of issues ranging from small and annoying to some issues that have been causing problems for users lately.

New Documentation Framework in 1.1.3

The first release version of the new Documenation Framework is included with 1.1.3. We've added lots of new features to how you utilize the existing docs and have done some revamping of the docs as well. Here is a breif overview of the features:


- Full Table of Contents with headers and sub-headings expandable and collapsable for entire doc base.
- Table of Contents tool tips for each document listed.
- Autogenerated hub pages for each tutorial set.
- Component Tutorials that are in a seperate tutorial file (such as "Create a New Project") that can be easily linked into any documents.
- Multi-Page Search of the entire doc base with a single word and psuedo phrase match.
- Searched page word highlighting, with add/remove highlighting options.
- The entire doc base is parsed for TGB Reference and Glossary methods and terms to stub in dynamic links that you can click to get definitions.


Here are some pictures of the new framework in action!


tdn.garagegames.com/wiki/images/a/a5/DefinitionGlossaryMethodImage.JPG
tdn.garagegames.com/wiki/images/7/7d/MainDocImageSmall.JPG
tdn.garagegames.com/wiki/images/f/ff/DocComponentImage.JPG

Text Object in 1.1.3

TGB now includes a robust t2dTextObject!

tdn.garagegames.com/wiki/images/thumb/d/d3/EditingText.png/800px-EditingText.png

Alignment Tools in 1.1.3

You now have alignment tools to work with in the Level Builder:

tdn.garagegames.com/wiki/images/1/17/AlignSelectedObjects.png

TGB Bug Fixes in 1.1.3

Here are the bug fixes that went into 1.1.3!


- Changed canvas to post a quit message on multiple instances running
- controls will not longer attempt to set themselves as first responder. Broke this into a separate commit so that it can be reverted if necessary.
- TextObject Editing Tool sets rotation to 0.0f when editing on TextObject being edited.
- Rotation is restored when the editing is complete.
- This stops a number of nasty things from happening when sizing margins on rotated objects
- UNICODE safe font enumeration on Windows
- t2dScroller string table entry twiddling
- t2dPath updates (fixes and new con methods)
- getAttachedObjectCount
- getAttachedObject( index )
- getNode( index ) - return "%f %f %f %f"
- New Align icons
- Fixed bad CLAMP collision mNotZero check which caused incorrect CLAMP collision behavior
- Added drawArrowNut function to base tool
- Moved text object autosizing into editor only
- Added arrow heads for text object margin sizing
- Fixed Wordwrap sizing in TextObject
- Modified appearance of margin editing guides to TextEdit tool
- Removed Deprecated LevelBuilder Primitive Tool
- (~) Console should now never be shown larger than the current resolution
- Changed all menu shortcuts to use Cmd instead of Ctrl on MacOS
- TextObject word wrap undo functions properly
- Auto Cache all printable ascii characters for fonts used in TextObjects
-More text object tweaks:
-Lines with a single word will wrap in the middle of the word.
-Sizing fixes so that the bounding box is never smaller than the text it contains.
-Height autosizes when in word wrap mode.
-Width and height autosize when not in word wrap mode.
-Bounding box in edit mode is now a dashed line and only the horizontal sizing nobs are rendered.
- Updated Tabs Graphics
- Updated LB Version to 1.1.3
- Fixed #0002224 Particle Effect KILL mode particles dissapearing in Create Tab
- Fixed Con::execute argv corruption bug
- Deprecated ScriptClass as it was causing confusion for users, was misleading in it's name, and wasn't used for anything
- Removed Deprecated ScriptClass references
- Sorted dynamic fields when serialized.
- Added sanity to WinConsole singleton
- Fixed bad default key event return values in levelBuilder/levelBuilderBaseTool.h and levelBuilder/levelBuilderSceneEdit.cc
- Fixed trivial velocity overlap solving issue
- Fixed onMouseEnter/onMouseLeave crash bug
- Added mClamp console function.
- Finished up align tools. Still need icons for match size.
- Moved basic align functionality to common so it can be used in games.
-Fixed memory corruption bug in getDirectoryList.
-This was the cause of the debug break in vc8 debug builds.
-Console spam from text object cleanup.
-Added guides for snapping to the tool manager.
-By default, the level editor creates guides at the camera bounds.
-Added onCameraChanged callback for properly updating the guides when the camera extents change.
-Added getCurrentCameraSize function to t2dSceneWindow for easier grabbing of camera size.
-t2dTextObject changes.
-Hide overlap defaults to false.
-Added a generic undo class for automatically creating undos on a set of objects for particular fields.
-Use like this: ToolManager.createUndo( %simSetOfObjects, %spaceSeparatedListOfFields, %actionName );
-Then: ToolManager.finish();
-Camera position, size, and zoom are saved and restored when testing a level.
-Renamed some align images so they can be referenced easier.
-More t2dTextObject and text object editing updates.
-Fixed font size chooser logic. It was off by one previously.
-Default size of fonts is set to the pixel size of the object at the design resolution.
-Added text object back into "other objects" rollout.
-Fixed weird sizing issues on creation.
-Fixed problem where sometimes font textures would not be added to correctly.
-Made zoom options in view menu zoom to the actual size based on the design resolution.
-Merged in stuff from RC2.
-Collision upscale fix.
-Rendering of NTSC safe zone in the level builder scene window.
-Camera view and origin are rendered on top of objects in the level builder now.




Huge Thanks to Our Community

Want to extent a huge thanks to our great community. I am seeing more and more great things shown off and being developed. Also a huge thanks to everyone one of you in the TGB community that has either posted an issue, a detailed bug, a fix, and for all of those that help eachother out. It's definately an insipiring sight to see how helpful everyone is to eachother, it definately motivates us :)


Enjoy and look forward to hearing feedback!
Matthew Langley

About the author

Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.

#21
11/30/2006 (7:33 am)
Mads,

You get 1.1.3 and many upgrades!
#22
11/30/2006 (7:39 am)
Great news, great work :)
#23
11/30/2006 (8:09 am)
@Allyn: If your talking about the documentation and so forth, if i remember rightly, TGE will get the same treatment in future, TGB is kinda the guinea pig and is aimed at an entry level towards moving on to/adding and learning the TGE tool set. But don't quote me on any of this!

@gg: All of thee above and some! :-) Great stuff! Lookin forward to checkin out this textObject thingy!
#24
11/30/2006 (9:56 am)
A small note about the documentation (which rocks btw):

Perhaps my installation got borked but some of the feature tutorials I looked at reference html pages in the wrong directory e.g:

Quote:
Click here for the Feature Tutorial about Animated Sprites:

/documentation/content/documentation/Component%20Tutorials/Tutorials/Feature/Animated Sprites.html

should be(?):

/documentation/content/documentation/Tutorials/Feature/Animated Sprites.html

#25
11/30/2006 (10:02 am)
Congrats to the TGB guys. Matt, the new documentation is rockin!
#26
11/30/2006 (10:14 am)
@Neo:

Thanks for posting that issue... I just ran into that myself reviewing it yesterday after releasing. Thanks for confirming it (and reminding me). We were inserting links into the "Component Tutorials" to the Feature Tutorials that go over the same concept in more detail. It was a somewhat last minute addition. Unfortuantely I forgot that I have to parse out the link and re-link it based on the specific tutorial location (one of the fun tricks of getting component tutorials to work with images and links). Thanks again, almost forgot to log that issue.
#27
11/30/2006 (10:22 am)
Must.....resist.....buying.....TGB.......
Seriously though, even though I don't own TGB, I follow the updates as much as possible. Congrats and good work to all! Bien trabajo!
#28
11/30/2006 (10:24 am)
Wheeee! There goes my weekend, I'll be spending it with TGB!!!

Thanks for a stellar update! :-)
#29
11/30/2006 (11:28 am)
w00t! Thanks so much, GarageGames!

Matt, I've been looking forward to your documentation update for a while, and the text object is definitely an unexpected bonus.

More and more, I wonder why I ever bother writing games in anything else. You guys do such amazing work, it's really not worth my time anymore to write my own game engines.

I'm totally a GG fanboy. :)
#30
11/30/2006 (12:10 pm)
@Matthew:
No problemo and I'll tip my hat to the efforts of all you guys involved to keep making TGB better and better.

Now if we can just sort out a nice modular binary plugin system we're good to go ;p
#31
11/30/2006 (7:20 pm)
Wow! I wish you guys put this much effort into making TSE as mature as TGB.

P.S. TGB is really awesome. Big ups
#32
11/30/2006 (9:27 pm)
I'm on my way to bed but i had to stop in to say that I love the new docs.
Good work guys
#33
12/01/2006 (9:32 am)
Awesome. Time to branch again and rip.. woot
#34
12/01/2006 (10:59 am)
Great! The text object looks sweet, and bug fixes are always nice too :-)
#35
12/02/2006 (4:01 am)
Thanks.
#36
12/02/2006 (11:09 am)
Hrm -- 1.1.3 looks like it's had quite a few enhancements made to it, can't wait to try them all out -- however, I do have one little odd remark about the 1.1.3 change notes --

Most of the notes refer to the new TextObject, as if it existed in the code already -- there's a comment toward the top about it being added, then theres a ton of comments about changes that were made to it -- I don't see how these changes are relevant if the object never existed before, simply saying "Added new t2dTextObject" would have made browsing the changes -alot- easier --

Either way, love how quick updates and fixes are posted to the Torque tools -- good job guys, and thanks for the wonderful toys and tools :)


EDIT: I LOVE THE NEW DOCUMENTATION FRAMEWORK -- OH YEAH, I love .. thats right, Love it -- I wanna marry it, go out on dates with it, make it cook me dinner, have it clean the house ... and ... err ... wait ... I think I'll just stick to reading it, yeah, I'll just read it -- But I still love it.
#37
12/02/2006 (11:18 am)
@Matt -- I think you guys left something out of the ChangeLog -- I just did a quick once over on the Project Scene in LB, and found a new rollout called "Scene Integration" which allows me to apparently manage the FPS for the game?

Now that's a feature that should be right at the top of the changelog -- in big bold letters, not that I think many people would have a use for it -- but there's quite a good uses for it -- especially for games where logic is time based ... setting Min/Max FPS to reasonable values and setting the target in-the-middle ... wee ...
#38
12/03/2006 (5:40 am)
Congrats guys, this is great work. Thanks!!
#39
12/05/2006 (6:45 pm)
Sounds great just curious where the download is?
#40
12/05/2006 (7:09 pm)
Quote:Sounds great just curious where the download is?
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