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TGB is beginning to look like a big mistake to me.

by Nil · in Torque Game Builder · 08/08/2007 (9:33 pm) · 5 replies

So far, making a tile based game has been virtually impossible for me if more then 1 layer is involved, and that's only when the program isn't crashing the second I try to do something remotely productive.

I figured I could just drag and drop a new tilemap onto the screen, set the layer to 31 and put on my base tiles, set the layer to 30 and put on my transition tiles, etc, but it would seem I can't do this. From trial and error, since there is no updated tutorials, I learned that I have to create seperate tilemaps for different layers, which I can't really do since I can't see the layer beneath the one I'm working on when editing it.

Please tell me if I'm doing something wrong and lead me in the right direction.

Many thanks!

#1
08/08/2007 (9:49 pm)
I haven't done much work with tilemaps yet, but I think you can probably use the layer floater addon to hide layers you aren't working on.
#2
08/09/2007 (11:02 am)
I'll need to dig through the program and whatever docs I can find again, but I remember seeing a 'blend' option for tilemaps and layers.
What it did when I fiddled with it was that any cell in a tilemap which was empty would show up as blank, letting the layer beneath show through.

Now, assuming that this feature is present in 1.5.1 (I'm assuming you're using the latest TGB?), and isn't bugged, that's what you'd be using.

Lemme poke around and if I find it I'll be back to give ya some more detailed instructions.
Hang in there Nil, what you want is possible, just takes a little juggling.

Oh, and incidentally, yes. You're going to need a seperate tilemap for any tiles that need to display on seperate layers. However! Within a single layer, the UI for TGB is able to re-order sprites and tilemap elements.
Again, i'll need to find the option again, but I think you can right click on a tile, and use 'bring to front' or whatever it's called, and poof, it'll display above/over the rest.
#3
08/09/2007 (12:07 pm)
When you have nothing selected, on the edit tab, click scenegraph, and you should see a load of eyes and pad locks (very photoshop) clicking an eye hides that layer, there is one for every layer, so you should be able to hide the layer that is stopping you from seeing the layer below.

i hope that helps.
Neil.
#4
08/14/2007 (10:38 am)
Quote:
However! Within a single layer, the UI for TGB is able to re-order sprites and tilemap elements.

What do you mean? UI?

The blend option works (well I did get it to work once, but it never happened again) though there's another problem I have. If I load an imagemap, then delete it, then reload a newer verison of it, it will just display the one I had previously and not the newer one.

Also, why is the project tab so sketchy? If you click and delete something inside it, it doesnt always delete. And sometimes you can move stuff around in it, and sometimes you can't. Hard to explain.

And another thing. I know I'll need different layers for things like base and transition tiles, but what about the characters themselves? Or tiles that can overlap characters, like the back of houses or trees (when someone walks behind them)
#5
09/20/2007 (7:45 am)
Nil, for the imagemap problem, you can go to "\game\data\images" folder of your project in explorer, delete the image, than add it again. TGB won't update an image once it has been added.

I don't know the project tab thing, I seldom use it. It's uncomfortalbe to me.

For the order of the display of different game objects, I think you should deal with that in your scripts. Although there's some other tricks to do it, but I think they are more complicated.