The TBG Engine Suite is a Text Based Game designer. With the tools included developers can quickly and easily create Text Based Games and publish them for easy distribution. All of the tools are GUI based and a Windows Mobile version is available.
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2.0.6 Beta - Implemented Publication Features. - Fixed Skill Designer crashing during saving due to no default values being assigned to a skill when a new one was created.
2.0.5 Beta - Began working on the publish Feature, however it is still disabled. - Included Source code. It was left out in the previous two releases by mistake. 2.0.4 Beta - Implemented TBG Runtimes into TBG.PC.Runtimes. Developers can now test within the editing environment move around the world and view items within the world. - Fixed TBG.PC.Objects.Room not restoring the type of object it was during loads - Completed the Room Objects Manager. - Removed dependencies on the System.Xml library within .Net as the engine no longer uses it. - All of the Object Editors now have a Pickup Description for display during runtime. - Removed the TBG.PC.Editors.Program.cs file as it was not being used. Somehow a duplicate of the TBG.PC.Suite.Program.cs was copied into that namespace. - Modified some code in various editors to be better wrote within the TBG.PC.Editors namespace
2.0.3 Beta - Added a new Dialog Editor. Completely different than the one used in the Final Alpha release. - Finished re-structuring the engine, the editors have been moved into a seperate library (TBG.PC.Editors) Thus reducing the end executable file size from 200KB to 16KB. This also allows the engines runtimes and editing environment to truly be seperated from each other now instead of the engine always running the editing environment regardless if the runtimes would be running or not. - The new engine executable is TBGEngine Suite (PC Edition).exe; Both the mobile and PC version of the engine will be easily distinguisable from eachother once the mobile edition is released.
The newest release of the TBG Engine now includes a dialog editor with the ability to test out the dialog from within the editing environment. The editing environment has also been removed from the executing assembly (TBGEngine Suite.exe) and placed into it's own class library (TBG.PC.Editors.dll), thus reducing the executable size from 200 KB to 16KB and allowing for me to start looking into automatic updates that can be downloaded from the server onto developers local machine, replacing the TBG libraries that need updating. The actual executable should not need updating once the automatic update engine is in place. All updates will be on the class libraries. If for some reason the executable needs to be updated then users will be notified that they will need to download the new update and install it manually.
The 2.0.2 release fixes over 20 different bugs that where incountered in the 2.0 and 2.0.1 release. This release is the most stable release of the engine to date and has some major engine changes to prep the engine for the next set of features that I have planned for it. The following is a list of some of the updates. 2.0.2 Beta - Fixed the Book Editor not saving or loading files. The Book.Save() and Book.Load() arguments changed and I did not reflect the change in the book editor - Fixed the error message being displayed within the book editor name text field when a book was loaded. - Fixed the error message being displayed within the Attribute editor name text field when a book was loaded. - The Race Editor now contains default values for all of the attribute text fields. - The Class Editor now clears the Class Description when a new Class is created or saved. - Fixed the Race Editor not displaying any of the created classes - Race Editor now saves\Loads classes that are assigned to it. - Renamed the TBGEngine.dll and TBGEngine namespace to TBG.PC.Engine.dll and TBG.PC.Engine namespaces - Renamed the TBGObjects.dll and TBGObjects namespace to TBG.PC.Objects.dll and TBG.PC.Objects namespace - TBGObjects and TBGEngine namespaces and libraries where renamed to allow for less confusion between the mobile and PC version of the libraries. - TBG.PC.Objects.objectname.Save(projectPath) now inherits the TBG.PC.Objects.Item class. - Finished converting all of the TBG.PC.Objects classes to inherit from the TBG.PC.Objects.Item class - All of the classes within the TBG.PC.Objects library now contain the field 'ItemType'. Assign this the directory that the object gets saved to. Must be assigned before the classes Save() method is called. - Replaced every occurance of TBG.PC.Objects.Medicine.E_STATMODIFIER within the Medicine editor with TBG.PC.Objects.Item.E_STATMODIFIER instead due to the medicine class having it's enumerator removed. - Replaced every occurance of TBG.PC.Objects.Equipment.E_STATMODIFIER within the Equipment editor with TBG.PC.Objects.Item.E_STATMODIFIER instead due to the Equipment class having it's enumerator removed. - Fixed the Medicine editor not loading the correct data for restoring the saved medicines Dexterity Modifier stat. - Replaced every occurance of TBG.PC.Objects.Skill.E_STATMODIFIER within the Skill editor with TBG.PC.Objects.Item.E_STATMODIFIER instead due to the Skill class having it's enumerator removed. - Added the defense stat as an editable stat for the Medicine Editor, Equipment Editor, Skill Designer and Weapon Editor - Incapsulated all of the source code into #regions to help keep things sorted and easier to manage. - Re-wrote the TBG.PC.Objects.Weapons class as it was still using the old Xml Save & Load methods and was not compatible with the new Objects Library. - Re-wrote the Weapons Editor so it is now finished and included with this release after being left out of the last two releases due to it being incomplete. - Equipment editor now clears out the existing items list when you change categories, and re-fills it with the items within the newly selected category. - Fixed the Common Item editor not loading files after saving them. - Fixed the Equipment editor not loading files after saving them. - Fixed Equipment Editor not half of the equipment file into the wrong directory and the second half into the correct directory. - Fixed the attribute editor not loading files after saving. - Ensured that all of the inluded editors save and load correctly. - Disabled the Room Editors->Room Objects menu item in the Project Editor until the editor is finished - Disabled the Dialog Editor in the Project Editors menu until development is finished. - Disabled the Realtime testing until the runtimes are implemented. 2.0.1 Beta - removed the TBGEngine_Suite.frmEquipmentEditor.IsLoaded variable since it was not being used and was generating a compiler warning. - fixed the TBG.PC.Objects.Attribute class not having the correct Xml comments for the Load() method. - Converted the TBG.PC.Objects.Attribute class to inherit the TBG.PC.Objects.Item - Fixed the Book editor not using the TBGEngine.Filesystem class to save it's files out. It was using the Xml save code I was experimenting with.
2.0.2 Beta - Fixed the Book Editor not saving or loading files. The Book.Save() and Book.Load() arguments changed and I did not reflect the change in the book editor - Fixed the error message being displayed within the book editor name text field when a book was loaded. - Fixed the error message being displayed within the Attribute editor name text field when a book was loaded. - The Race Editor now contains default values for all of the attribute text fields. - The Class Editor now clears the Class Description when a new Class is created or saved. - Fixed the Race Editor not displaying any of the created classes - Race Editor now saves\Loads classes that are assigned to it. - Renamed the TBGEngine.dll and TBGEngine namespace to TBG.PC.Engine.dll and TBG.PC.Engine namespaces - Renamed the TBGObjects.dll and TBGObjects namespace to TBG.PC.Objects.dll and TBG.PC.Objects namespace - TBGObjects and TBGEngine namespaces and libraries where renamed to allow for less confusion between the mobile and PC version of the libraries. - TBG.PC.Objects.objectname.Save(projectPath) now inherits the TBG.PC.Objects.Item class. - Finished converting all of the TBG.PC.Objects classes to inherit from the TBG.PC.Objects.Item class - All of the classes within the TBG.PC.Objects library now contain the field 'ItemType'. Assign this the directory that the object gets saved to. Must be assigned before the classes Save() method is called. - Replaced every occurance of TBG.PC.Objects.Medicine.E_STATMODIFIER within the Medicine editor with TBG.PC.Objects.Item.E_STATMODIFIER instead due to the medicine class having it's enumerator removed. - Replaced every occurance of TBG.PC.Objects.Equipment.E_STATMODIFIER within the Equipment editor with TBG.PC.Objects.Item.E_STATMODIFIER instead due to the Equipment class having it's enumerator removed. - Fixed the Medicine editor not loading the correct data for restoring the saved medicines Dexterity Modifier stat. - Replaced every occurance of TBG.PC.Objects.Skill.E_STATMODIFIER within the Skill editor with TBG.PC.Objects.Item.E_STATMODIFIER instead due to the Skill class having it's enumerator removed. - Added the defense stat as an editable stat for the Medicine Editor, Equipment Editor, Skill Designer and Weapon Editor - Incapsulated all of the source code into #regions to help keep things sorted and easier to manage. - Re-wrote the TBG.PC.Objects.Weapons class as it was still using the old Xml Save & Load methods and was not compatible with the new Objects Library. - Re-wrote the Weapons Editor so it is now finished and included with this release after being left out of the last two releases due to it being incomplete. - Equipment editor now clears out the existing items list when you change categories, and re-fills it with the items within the newly selected category. - Fixed the Common Item editor not loading files after saving them. - Fixed the Equipment editor not loading files after saving them. - Fixed Equipment Editor not half of the equipment file into the wrong directory and the second half into the correct directory. - Fixed the attribute editor not loading files after saving. - Ensured that all of the inluded editors save and load correctly. - Disabled the Room Editors->Room Objects menu item in the Project Editor until the editor is finished - Disabled the Dialog Editor in the Project Editors menu until development is finished. - Disabled the Realtime testing until the runtimes are implemented.
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