Prototype from TGB to iT2D
by Tyler Slabinski · in iTorque 2D · 11/16/2010 (1:22 am) · 4 replies
Okay, I've finished up my game's prototype in TGB and I am attempting to port it into iT2D. Unfortunately, I have no experience with iT2D at all, and the documentation hasn't really been much help to me. My main problem is pretty easy; loading a level. In TGB, I am very use to just loading the level that the builder is open to, so I never familiarized myself with it. I've tried looking through the scripts, but everything I've tried did not lead to any noticeable results.
How do load a basic level? Just a simple "prototypeScene.t2d" file, which I can't for the life of me figure out.
How do load a basic level? Just a simple "prototypeScene.t2d" file, which I can't for the life of me figure out.
#2
I am guessing that's the function you meant, because I can't find any other function similar to that. I traced %level to "./game/main.cs", which puts it as:
I've traced $Project::Game::DefaultScene to two different possible files. "common/defaultPrefs.cs" and "common/scripts/properties.cs" as these:
and
I've changed the "untitled.t2d" to my level's name with no effect, and I am not about to go changing any XML files. Besides, I highly believe I've already went too far, since this is way different than how TGB does things.
Something tells me I am making a very simple mistake and that I'm looking too far into things. Any help?
11/17/2010 (1:53 am)
Okay, I found this function in my "game.cs" file:sceneWindow2D.loadLevel(%level);
I am guessing that's the function you meant, because I can't find any other function similar to that. I traced %level to "./game/main.cs", which puts it as:
expandFilename($Project::Game::DefaultScene)
I've traced $Project::Game::DefaultScene to two different possible files. "common/defaultPrefs.cs" and "common/scripts/properties.cs" as these:
$Project::Game::DefaultScene = "~/data/levels/untitled.t2d";
and
$Project::Game::DefaultScene = %xml.readField( "DefaultScene" ); //And further down as: $Project::Game::DefaultScene = "~/data/levels/untitled.t2d";
I've changed the "untitled.t2d" to my level's name with no effect, and I am not about to go changing any XML files. Besides, I highly believe I've already went too far, since this is way different than how TGB does things.
Something tells me I am making a very simple mistake and that I'm looking too far into things. Any help?
#3
11/17/2010 (5:42 am)
in game.cs use this line instead and it should work.sceneWindow2D.loadLevel("game/data/levels/prototypeScene.t2d");
#4
EDIT2: Okay, I can find examples for datablocks for ImageMaps and Animations, but I can't seem to be able to find examples for TileMaps or ParticleEffects.
11/17/2010 (8:25 pm)
EDIT: Well, don't I feel like an idiot... I just found out that I need to make a datablock for each ImageMap. I guess I shouldn't have skipped reading the documentation?EDIT2: Okay, I can find examples for datablocks for ImageMaps and Animations, but I can't seem to be able to find examples for TileMaps or ParticleEffects.
Community Manager Michael Perry
ZombieShortbus