Game Development Community

Torque 2D Development - Editor Design

by Deborah M. Fike · 08/25/2009 (3:14 am) · 27 comments

static.garagegames.com/static/pg/blogs/jason-hetu/Torque-2D_Development-Blog-Header.png

In our last Torque 2D development blog, we talked about how integrating with the Torque 3D codebase will offer some solid wins for our 2D engine. Although developers value things like stability and a smaller engine footprint, what really gets people excited is sharing capabilities and editors across the two engines. So here's a sneak peek on how integration efforts are affecting editor design between Torque 3D and Torque 2D.

Like integrating the two engine codebases, we had a few objectives in mind. First, we wanted there to be cross sharing between editors where applicable, so we can maintain one codebase and get a lot of cool editor wins in terms of bug fixes and features. Second, we wanted to keep things separate enough so that we could create 2D or 3D specific editors and not have to worry about maintaining one monster codebase that tried to "do it all." In the end, we designed something like this:


static.garagegames.com/static/pg/blogs/deborah-marshall/T2DT3DEditors.jpg


If you're experiencing déjà vu from the last chart, then you're on the right track! Some 2D and 3D editors may be written on different code, but they are designed to be familiar so you can utilize common knowledge between the two engines. If you're a Torque 3D owner and jump onto Torque 2D, you'll no doubt enjoy using the new editor setup. It offers a cleaner, more intuitive workflow with a similar look and feel of what you've grown familiar with. And for those people who want to start with Torque 2D, moving up to Torque 3D won't feel alien to you. Double win for both user bases.

But familiarity between editors is only part of the story. We're performing a ground-up development of the editor so that it not only brings it more inline with the Torque 3D editor look 'n' feel, but also builds upon the solid editor experience you've had with the original Torque Game Builder. Flexible design has been the key practice employed while working on the editors. Better asset support, less micro-management of the scene, and larger scaled project development are just a few areas that are receiving strict attention from our editor team. Streamlining the workflow will make it easier to create both large and small projects with the revamped editors.

So from out in the community, I can hear the voices now:

"C'mon, woman! What specific editors are we going to see in Torque 2D?"

Patience, young developer. We'll get to that in time, once we get closer to a solid alpha state. But I will leave you with one not-so-small hint:


static.garagegames.com/static/pg/blogs/deborah-marshall/Torque-3D_toolbox.jpg


This is post #4.

Torque 2D development blogs:


About the author

I strengthen the Torque brand by promoting Torque-made games. Talk to me about your Torque projects - XBLA games, casual portal hits, iPhone Apps, simulations or MMOs - and we'll work together to spread the word.

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#21
08/31/2009 (9:55 am)
I think what Bruno is asking for is an editor for GUIs that is as friendly as the 2D scene editor - not necessarily that it *is* the 2D scene editor.

Though, I have to admit, having a physics enabled GUI would allow for some new and novel gameplay ideas!
#22
09/13/2009 (7:46 am)
Question: ¿ T2D will be using DirectX for Windows and Opengl for Mac? like TGEA and T3D ?
#23
09/18/2009 (8:07 pm)
Yes, basically I was saying that I want the Gui Editor to be as easy to use as the Level Editor, but I don't necessarily think it would be a bad idea to make the Gui Editor just another 'pull out' on the Level Editor. After all, I (and many others) use a separate 'level' to push each gui onto. It allows you to do all of the fancy stuff that the level editor provides in the background of your gui. At the very least, what I was asking for was a way to set all of the gui's 'profile' properties individually per gui control without having to use a profile at all. I definitely see some advantages to using profiles, but I also think it would be more user friendly (for beginner's especially) to drop a gui control down on the canvas and then set things like background image, mouse-over image, font, font size, border, background color, foreground color, etc... all in the property editor for that gui control. This would be fairly easy to implement as well because all you have to do is add an in-editor property for each available profile property and have the in-editor property override the profile property if it is set.
#24
10/11/2009 (8:30 pm)
Some actual official documentation and examples on how to use the GUI editor would be just as good. I imagine the TGB GUI editor wouldn't be as frightening if it had this.

Also, PLEASE consider adding some sort of native asset encryption so normal users don't have direct access to mp3's and jpgs/pngs. Even the $50 RPG Maker does something similar.

I also noticed something about 2d/3d games in the previous post. Will T2D be able to make 2d/3d games (like paper mario), or do you have to also own T3D to accomplish this?
#25
10/12/2009 (6:53 pm)
Does anybody know what is going on with T2D? I know T3D recently came out so attentions were probably temporarily diverted, but I really would *love* to know more about the 2D world. :)
#26
10/13/2009 (1:22 am)
@Chad: Of course, I know what's going on with Torque 2D. :)

More seriously, we had a lot of support staff averted to Torque 3D in the last month (such as QA, documentation, etc.) However, that is all changing behind the scenes right now. We hope to post some new development blogs really soon. We haven't forgotten so stay tuned!
#27
10/16/2009 (8:48 pm)
awesome can't wait
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