Suggestions and Questions about the new level editor
by Chris Dillman · in Torque Game Builder · 04/26/2006 (10:52 am) · 2 replies
First off Im looking at moving from a much older version of T2D to the newer
TGB. My code base includes a lot of customized engine and editor code which exists to make the engine more OOP and the editors sane to use.
The new level editor looks great. GUI is very useable and clean.
Im happy to see the C++ code base cleaned up and that my patches made it in
to this version.
That aside when I look at its functionality in depth it is looking fairly useless for games of any decent level of complexity.
Or I may just be missing a few things.
Feel free to correct me :)
Here we go...
1. There seems to be no brush mode for quickly laying down objects in the level editor?
Meaning if I want to lay down hundred of objects I need to keep re-selecting the object?
2. No tile map editor in level editor?
Ok so I hear this is being integrated at some point?
Is there a time line for or release schedule anywhere?
3. Are older alpha tile map files compatible with 1.1?
4. In the tile editor when you save the extension for the files is set to
the new level format extension?
Is this a bug?
Are the level files and tile map files in the same file format?
or is that planned?
5. Dropping sprites on a level and adding setting to the sprite is great...
BUT... a pain in the ass.
The sprite building tools should have global settings for sprites I build.
So I don't have to keep settings things over and over again.
But I can override them on a per instance basis after they are dropped on a level.
Like I said above all level builder seems to well not scale up
for any kind of complex game at this point.
Correct me if Im wrong here?
6. How do I access the particle editor?
Im not seeing it in the menus any more.
TGB. My code base includes a lot of customized engine and editor code which exists to make the engine more OOP and the editors sane to use.
The new level editor looks great. GUI is very useable and clean.
Im happy to see the C++ code base cleaned up and that my patches made it in
to this version.
That aside when I look at its functionality in depth it is looking fairly useless for games of any decent level of complexity.
Or I may just be missing a few things.
Feel free to correct me :)
Here we go...
1. There seems to be no brush mode for quickly laying down objects in the level editor?
Meaning if I want to lay down hundred of objects I need to keep re-selecting the object?
2. No tile map editor in level editor?
Ok so I hear this is being integrated at some point?
Is there a time line for or release schedule anywhere?
3. Are older alpha tile map files compatible with 1.1?
4. In the tile editor when you save the extension for the files is set to
the new level format extension?
Is this a bug?
Are the level files and tile map files in the same file format?
or is that planned?
5. Dropping sprites on a level and adding setting to the sprite is great...
BUT... a pain in the ass.
The sprite building tools should have global settings for sprites I build.
So I don't have to keep settings things over and over again.
But I can override them on a per instance basis after they are dropped on a level.
Like I said above all level builder seems to well not scale up
for any kind of complex game at this point.
Correct me if Im wrong here?
6. How do I access the particle editor?
Im not seeing it in the menus any more.
#2
I had totally missed the tabs in tabs UI...
I see that it seems that it can save the created particle settings?
But when I tried it it did not save a file or I can't find it.
I will try it again later unless this is a bug?
04/29/2006 (1:20 pm)
6. Ok Thanks Found it :)I had totally missed the tabs in tabs UI...
I see that it seems that it can save the created particle settings?
But when I tried it it did not save a file or I can't find it.
I will try it again later unless this is a bug?
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
on the rest: Beta 2 was most likely an intermediate build that was shown at GDC so we aren't left out in the rain while the whole world saw how it is like.