PrEditor Scripting 101 - Part 1 of 3

Re: PrEditor Scripting 101 - Part 1 of 3

Postby Volbard » Wed Sep 02, 2009 4:31 pm

Come by the booth at PAX and Patrick will personally teach you how to build levels!
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby Needlehawk » Wed Sep 02, 2009 6:41 pm

Volbard wrote:Come by the booth at PAX and Patrick will personally teach you how to build levels!


I really wish I could make it to Seattle. Maybe next year.
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby Needlehawk » Wed Sep 02, 2009 6:43 pm

PatrickB wrote:
Needlehawk wrote:
PatrickB wrote:Part 2 is coming soon...


I have been assuming that nothing new would be forthcoming until after PAX. Does this mean we might get something sooner?


There is a +4 chance that it will be out sooner....


Cool! Here's hoping!
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby smifT » Sat Sep 05, 2009 5:56 am

This is just fantastic..

It's like Warcraft 3 meets Diablo 2...... This game is going to be a hit~
I'm going to spend all tomorrow thinking of level designs now!!
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby Spock » Sat Sep 05, 2009 6:54 am

I'm a member over at the Wildtangent forums and I believe that the continued interest in FATE and FATE: Undiscovered Realms is, in large part, due to the ease of creating Mods. Some of our members have created entirely new Realms which basically gives you an entire new game.

I hope to see something similar with Torchlight. :)
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby DerekSmalls » Mon Sep 07, 2009 6:07 am

This looks amazing!

I can't wait to get my hands on this thing.

Will there be a way for those of us who like to get our hands a little dirtier to write some code within in this thing or possibly an API?

Even without it, it looks like there is a WHOLE lot to play with there.

Thanks guys. Very, very nice.
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby AngelicOne » Wed Sep 09, 2009 3:20 pm

Gotta chance to watch some of this at PAX - very promishing guys. Well done.
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby RWHouchin » Thu Nov 05, 2009 9:49 am

Great video! Thank you for making it. I love the logic editor =D
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby ciphernemo » Wed Mar 31, 2010 6:04 am

Thanks for releasing TorchED. :) I have a question and a request for devs.

First, I've tried every mouse combo I could think of including all modifier keys to move around the DX-driven design area. I can select things, select multiples, rotate the camera, zoom in and out, but can't figure out how to move the camera when designing. Such a simple thing that eludes me and is not shown in the videos. Thanks. :)

Second, I run five monitors and a Wacom tablet on my gaming/development rig. Unfortunately TorchED does not remember it's window positions. Can the dev(s) who built TorchED add a little feature to remember window positions either in the registry or a local settings file (ie: text or xml)? This would be all window positions, from property boxes to the application's main window itself.

Every time I go to edit a spawn property's angle/arc, it pulls up the window in my 4th monitor, which is one I don't always have powered on since it's my HUD-layout-style monitor above my 3 main monitors. And every time I open TorchED or open a properties window, it gets reset to default size which is a calculation based on the desktop/window's current size. For example, a TorchED session might be sized to 1680x1024 across a 3840x1024 main desktop (three 1280x1024 monitors via a Matrox TripleHead device), so property windows pop up with the default size of around 1400x800, spanning multiple monitors.

Thanks.
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby VenomousRacoonKing » Fri Apr 02, 2010 3:14 pm

to rotate the camera in Torched you just use right click

As for the window dimensions for properties, I guess if you're using Vista then that's to blame. I can only see the full property window in full resolution. As for the rest, no clue ^_^
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby ciphernemo » Sat Apr 03, 2010 5:58 pm

VenomousRacoonKing wrote:to rotate the camera in Torched you just use right click

As for the window dimensions for properties, I guess if you're using Vista then that's to blame. I can only see the full property window in full resolution. As for the rest, no clue ^_^


No, I'm using Windows 7 Ultimate 64-bit RTM.

And I didn't want to "rotate" the camera... I wanted to move it. All it seems I can do is rotate, tilt, and zoom in/out, but I can't move it so that its focus is somewhere else.
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby jamesL » Fri Jun 11, 2010 12:44 am

teha420 wrote:I will go over how we size our levels and such soon also. There really isn't a hard limit per say. We have standard sizes and templets that we follow. I'll see if I can make a post sometime soon with some screens demonstrating this.


oh, you're so full of crap
stop spamming
post reported for spam
I don't have a sig
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby Panku » Tue Jun 22, 2010 7:45 am

Thanks for this the video is great much appreciated.

Cheers,

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Re: PrEditor Scripting 101 - Part 1 of 3

Postby VenomousRacoonKing » Mon Jul 05, 2010 11:54 am

ciphernemo wrote:No, I'm using Windows 7 Ultimate 64-bit RTM.

And I didn't want to "rotate" the camera... I wanted to move it. All it seems I can do is rotate, tilt, and zoom in/out, but I can't move it so that its focus is somewhere else.


This reply is a little late buuuuut.... maybe it will be useful to someone else since you probably figured this out by now...
well, camera moves with ASDW, Q moves camera down and E moves it up. CTRL+ASDQWE will move the camera faster.
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@ http://vrkmods.viviti.com/
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby Arkham » Thu Apr 14, 2011 1:01 am

Oh great, a preachy religious bot. Worst kind yet.

At least, I'm assuming it's a bot. If you're not, and you come back here to see replies to your post, please buzz off. This is not the place to be posting this stuff.
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby vgombts » Fri May 13, 2011 1:21 am

this is very helpful topic. Good discussion and thanksful
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby Needlehawk » Tue May 31, 2011 4:41 pm

Would it be possible to change the threads in this forum from "PrEditor" to "TorchEd"? Someone new coming onto these boards might not have any idea that "PrEditor" was the original name, and completely miss the information in these threads.
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby BURN3R » Fri Sep 23, 2011 1:16 pm

I only just started looking into Torchlight (2) about an hour or so ago and as soon as I saw this forum I was amazed by the apparent openness of the Runic Games staff towards the public.

Then after some looking around and finding + watching this video I'm completely sold on Torchlight and the upcoming Torchlight II.

Thank you so much for your level of involvement in the community, so rarely seen with game studios these days, it's gotten me all hyped up lol.

Please never change that attitude :)
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby BrianW » Fri Sep 23, 2011 4:26 pm

BURN3R wrote:I only just started looking into Torchlight (2) about an hour or so ago and as soon as I saw this forum I was amazed by the apparent openness of the Runic Games staff towards the public.

Then after some looking around and finding + watching this video I'm completely sold on Torchlight and the upcoming Torchlight II.

Thank you so much for your level of involvement in the community, so rarely seen with game studios these days, it's gotten me all hyped up lol.

Please never change that attitude :)


Thank you! :)
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Re: PrEditor Scripting 101 - Part 1 of 3

Postby adoomgod » Wed Feb 08, 2012 5:21 pm

Should I start learning how to mod now? I mean how different will modding be in TL2 than TL1. I know you guys said easier, which is why I've been putting it off, but do you think I should start now?
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