Search found 37 matches

Search found 37 matches Page 1 of 4
by greenfire27
Tue May 14, 2019 4:58 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
It would be all the assets in the default asset manager in the engine (so readily available). The assets for the editors will be loaded in a separate asset manager so they will not appear in the editor. This is actually happening already in the dev branch. Also, the idea of loading a project was one...
by greenfire27
Tue May 14, 2019 2:57 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
For the Asset Manager I imagine a list of assets on one side and a list of controls on the other with the selected asset displayed in the center. So if you pick a particle effect, it's displayed in the center with the various settings for the particle effect on to the right of it.
by greenfire27
Mon May 13, 2019 9:15 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
I wanted to have an "Asset Manager" that handles particles and animations along with static images. The scene editor is probably separate but I could see there being button to jump to an asset in the Asset Manager. I changed the event names from "Mouse" events to "Touch" events on the GUI controls w...
by greenfire27
Mon May 13, 2019 4:21 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
Sounds like you were busy over the weekend :) I have started work on the editors, but I was quickly side-swiped by how run-down the GUI has become. So I started refurbishing the GUI and writing documentation as I went. You can find it in the wiki and try it out in the dev branch. I did manage to put...
by greenfire27
Thu Mar 21, 2019 7:29 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
Composite Sprites do have dedicated cells like a tilemap, but they also have other modes for isometric tile maps or custom arrangements of sprites. There's no need for another tilemap object. You can read about them here: https://github.com/GarageGames/Torque2D/wiki/CompositeSprite-Guide In my game,...
by greenfire27
Thu Mar 21, 2019 4:47 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
Today I checked in code to the development branch to start the process of creating the editors. I started weeks ago (or longer I can't remember) and quickly found that the GUI situation was so bad that nobody could use it without looking up the code to see what actually works. So I've been reworking...
by greenfire27
Tue Jan 08, 2019 3:35 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
I'm glad to hear that you're using it. If you have questions you know where to find me.
by greenfire27
Mon Jan 07, 2019 10:55 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
The MIT version came from the iOS version of the engine which was too different for the old editors to work. Also, I think there might have been some legal reason that they couldn't make the old editors open source.
by greenfire27
Sat Jan 05, 2019 7:01 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
Hi Marauder! Have you had a chance to look at the code for t2d any?
by greenfire27
Mon Dec 17, 2018 8:11 pm
Forum: Torque 2D
Topic: Torque2D on Patreon
Replies: 35
Views: 3351
There isn't a published list, but that's mostly because it would start with "Editors" and nobody would care about anything that came after that. Having said that, there is a bunch of non-editor ideas that I hope to put into the engine at some point. I won't give you a list right here for time sake. ...
Search found 37 matches Page 1 of 4