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Torque 2D for iPhone 1.3.1 - Project Default template Missing.

by Onyx · in iTorque 2D · 03/13/2010 (4:29 am) · 2 replies

Hi,

I'd like to know how the new code in 1.3.1 affects the way that GUI profiles are loaded in the editor. I've checked the documentation and it's still not clear.

I understand that now you can set your datablocks for each level. In the iPhoneExample demo that comes with the 1.3.1 version, there is a guiProfiles.cs in the GameScripts folder.

Is the new folder named Scripts meant to replace entirely the old GameScript folder? And if so, why was the GameScript folder left there?

None of the previous profiles contained in the guiProfiles.cs (inside the GameScript folder) are loaded in the editor. But if I add a new profile in this file, then I see it as available in the drop down in the GUI editor.

The documentation mention the "Default Template" and this template is supposed to include all the profiles.

"Other templates include a default template which contains GUI profiles. This project template is
included for users who want to be able to create a Windows/Mac GUI for their game (for example, in
use as a level editor). The template is based on the empty project and merely enables you to use GUI
controls with the default look and feel of Torque."

But this template seems to be MIA. The only two templates available are Empty and Sample.

My question: How can I get all the profiles defined in the guiProfiles to show up in the Editor? It seems that they are already defined somewhere, so they don't load, but they should load in editor mode.

Thanks,

#1
03/23/2010 (12:34 pm)
bump!
#2
03/24/2010 (9:54 pm)
YEAH, what is the deal with this. Why doesn't the iPHONE template have the GUI stuff? Does that mean you don't support it? Or do we have to copy from the regular TGB template??

-Quoc