Can TGB have player tiles
by Jeff Beougher · in Torque Game Builder · 11/19/2007 (7:52 am) · 7 replies
I'm looking at creating a online board game that allows player to use tiles and build there own map to play on. My question is would TGB be able to do this? From what I see I could build the maps from an editor but I don't see any information if they could do it while the game is running. What I'm looking for is.
Player one: Places a random tile on the map.
Player one: Rolls a dice
Player one: Moves his token
Player Two: Places a random tile on the map.
Player Two: Rolls a dice
Player Two: Moves his token
So that the players would be creating there own map.
The other question, can TGB do 3d? I would like the tiles to be 2d but the tokens to be 3d or 2.5d
Player one: Places a random tile on the map.
Player one: Rolls a dice
Player one: Moves his token
Player Two: Places a random tile on the map.
Player Two: Rolls a dice
Player Two: Moves his token
So that the players would be creating there own map.
The other question, can TGB do 3d? I would like the tiles to be 2d but the tokens to be 3d or 2.5d
About the author
#2
I do have one other question. How hard will it be to understand TScript? I have a fair grasp with basic and C++.
11/19/2007 (8:08 am)
Well that's a good start, I'm not concerned with collision detection. So TGB can do 3d. Only other question is my first one. Once I know if it can then I will be purchasing TGB. Thank you for that bit of info David.I do have one other question. How hard will it be to understand TScript? I have a fair grasp with basic and C++.
#3
And I didn't know about creating dynamic tilemaps, so I didn't answer that one. :)
11/19/2007 (9:59 am)
TorqueScript is c-styled, so you should pick it up quite quickly.And I didn't know about creating dynamic tilemaps, so I didn't answer that one. :)
#4
It's actually quite easy.
tdn.garagegames.com/wiki/TGB/Reference:_t2dTileLayer
11/19/2007 (10:28 am)
You can create tile maps at run-time, yes. It's actually quite easy.
tdn.garagegames.com/wiki/TGB/Reference:_t2dTileLayer
#5
select map tile
get players mouse posistion.
call this command
setStaticTile(%tileX, %tileY, %imageMap, [%frame])
or this one
setStaticTile(%position, %imageMap, [%frame])
Have the tiles position for x and y become the players mouse x and mouse y
is that about right?
11/19/2007 (11:54 am)
So if I understand the commands correctly. It would be something likeselect map tile
get players mouse posistion.
call this command
setStaticTile(%tileX, %tileY, %imageMap, [%frame])
or this one
setStaticTile(%position, %imageMap, [%frame])
Have the tiles position for x and y become the players mouse x and mouse y
is that about right?
#6
11/19/2007 (11:55 am)
Right now I'm using Dark Basic Pro. Its easy but there is alot that can not be done with DBPro and layers are one of its weakness.
#7
Tilelayers/maps in TGB work quite well in general.
Check out the TGB reference documentation listing of all tilelayer class member functions. To get the "clicked" on tile for instance, you will most likely use %lyr.pickTile(...).
11/19/2007 (1:28 pm)
You have the correct concept of how to do this in TGB.Tilelayers/maps in TGB work quite well in general.
%tileMap = %scenegraph.getGlobalTileMap(); // only one tilemap exists per scene %tileLayer = %tileMap.getTileLayer(0); // but can have many layers. %lyr.setStaticTile( ... ); // note: you must actually create and save a tilelayer in your level for this to work. // creating a new tilelayer from script is a bit more complex.
Check out the TGB reference documentation listing of all tilelayer class member functions. To get the "clicked" on tile for instance, you will most likely use %lyr.pickTile(...).
Associate David Montgomery-Blake
David MontgomeryBlake