Torque 2D 3.2 Released!
by Peter Robinson · 12/30/2015 (12:22 pm) · 9 comments
Rip Off the Wrapping Paper!
While you were singing carols door to door and sipping eggnog by the fireplace, the T2D Steering Committee was hard at work wrapping up one last present! Presenting Torque2D 3.2! This latest incarnation of everybody's favorite 2D engine sports several shiny new features! But before we get into that, let's take a moment of silence to remember the many bugs that lost their lives to make this release possible.Now then, our first new feature is the FadeTo function. This works like MoveTo except that it changes the blend color over time instead of the position. If you ever wanted to fade a bad guy out when it died or fade a slightly transparent object in, then this function was written for you! It could be used to make your hero flash red when his life is low or slowly change the color of the sky as the sunsets. FadeTo comes with all the support functions of MoveTo including a cancel function and callback when it's finished.
We also added GrowTo which changes the size of an object over time. With GrowTo you can change the x and y at different rates and create all kinds of neat effects. But, there's a catch! Collision shapes don't grow with the sprite. So if your object has collision shapes attached you'll want to use it sparingly. Slight changes can do a lot. Like FadeTo, GrowTo is supported by functions to test and cancel. When an object reaches its target size it will fire a callback.
We also have support now for one way collisions. This is most commonly seen in platformer games when a character jumps up through the platform and magically lands on top of it, but in theory there's many other uses for it. This only works for edge and chain collision shapes.
And finally, last but not least, we have revived ogg! That's right! The open source, compact audio format is back by popular demand. You can start using ogg files again on Windows and Mac OSX.
The Road Ahead
We hope you enjoy your present! We've got a lot of work planned for the next few releases. We aim to break ground on the editors that you've always wanted and we plan on revisiting bitmap fonts to make some much needed improvements. If you like where this is going, we could definitely use your help! We're still looking for new Steering Committee members. In particular, we could use members who are dedicated to our advancement and domination on the Android and iOS platforms. If that's you then let us know.Happy Holidays!
-Torque2D Steering Committee
About the author
A programmer who has been using the Torque2D game engine since the early adopter days. My game is Pirate Code and it can be found at www.circuithive.com. It will be arriving on Steam in 2016.
#2
Edited: Noticed that the 2010 and 2012 build seem to have been deprecated (and at least 2010 no longer builds correctly). May want to update the front page to note that the windows compilers are now Visual Studios 2013 and 2015.
01/01/2016 (11:28 pm)
Nice, lack of .ogg support was a big reason I've been sticking to the old Torque 2D engine. I may take another look at trying out the MIT version.Edited: Noticed that the 2010 and 2012 build seem to have been deprecated (and at least 2010 no longer builds correctly). May want to update the front page to note that the windows compilers are now Visual Studios 2013 and 2015.
#3
01/03/2016 (2:12 am)
I'm not into 2D right now, but it is always good to see awesome new updates for T2D. Congrats guys!
#4
01/04/2016 (6:43 am)
Congratulations! Good to hear things are still happening.
#5
01/05/2016 (9:48 am)
I've been spending a lot of time with T2D again. Looking forward to the changes! I'm particularly interested in the approach with the editors as that is where my focus has been recently. Anything you can share?
#6
The editors will make heavy use of the module system, with each individual tool being a module in itself. This will be similar to the current sandbox setup. We'll likely end up with an 'editor' directory that contains a bunch of modules (e.g. 'SpriteEditor', 'SceneEditor', 'ParticleEditor').
Each tool will be built using TorqueScript and the built-in GUI system. All of the tool modules will be 'linked' together via a common 'core' module that will provide things like UI assets, script functions, etc.
My intention is for 3.3 to be a barebones release of the editor suite (meaning the common 'core' module is release-ready, and some basic tools (like a particle editor) are in place as an example). From there I want to lean heavily on the community to fill in the gaps. If I do my part correctly, anyone with TorqueScript experience should be able to write a new editor tool.
01/05/2016 (5:01 pm)
Patrick: Peter and I briefly discussed plans for the editors at our last two committee meetings. I'm starting to nail down some of the ideas and "to-do's" now so I'm happy to share a few things:The editors will make heavy use of the module system, with each individual tool being a module in itself. This will be similar to the current sandbox setup. We'll likely end up with an 'editor' directory that contains a bunch of modules (e.g. 'SpriteEditor', 'SceneEditor', 'ParticleEditor').
Each tool will be built using TorqueScript and the built-in GUI system. All of the tool modules will be 'linked' together via a common 'core' module that will provide things like UI assets, script functions, etc.
My intention is for 3.3 to be a barebones release of the editor suite (meaning the common 'core' module is release-ready, and some basic tools (like a particle editor) are in place as an example). From there I want to lean heavily on the community to fill in the gaps. If I do my part correctly, anyone with TorqueScript experience should be able to write a new editor tool.
#7
I swayed back and forth between two options for creating my editor for quite a while before beginning development. 1 - Model it after the sandbox as you've described and - 2 - Build it standalone using Qt and integrate T2D into the editor.
I recognize the up side of building an editor within the engine as you described and probably should have put my effort into that. But I didn't...
The past month or so, I've been working on the shell of an editor in Qt, learning the framework and studying the T2D engine internals. I'm currently working on converting T2D to a static library so I can embed an instance in a Qt Open GL widget but unsurprisingly I'm struggling with getting the graphics code to play nicely together.
Looking forward to seeing what you come up with and hope to be able to contribute to the project!
01/06/2016 (11:28 am)
Thanks for the info Chris.I swayed back and forth between two options for creating my editor for quite a while before beginning development. 1 - Model it after the sandbox as you've described and - 2 - Build it standalone using Qt and integrate T2D into the editor.
I recognize the up side of building an editor within the engine as you described and probably should have put my effort into that. But I didn't...
The past month or so, I've been working on the shell of an editor in Qt, learning the framework and studying the T2D engine internals. I'm currently working on converting T2D to a static library so I can embed an instance in a Qt Open GL widget but unsurprisingly I'm struggling with getting the graphics code to play nicely together.
Looking forward to seeing what you come up with and hope to be able to contribute to the project!
#8
01/07/2016 (10:49 am)
Glad to see the work is progressing! Looking forward to the next releases. Any schedule or milestone dates?
#9
Glenn: Thanks! I'm personally aiming for roughly one release per quarter but it's difficult to nail down a release schedule because Peter and I work independently of each other. We add new features and fix bugs at our own pace and issue new releases whenever we feel there's enough new "stuff" to warrant one.
01/09/2016 (10:58 am)
Patrick: I considered your approach as well and actually ran into some of the same problems. There are definitely pros & cons to either method but in the end I felt more confident in my ability to get something up and running using T2D only. I'd be interested in hearing about your progress, though!Glenn: Thanks! I'm personally aiming for roughly one release per quarter but it's difficult to nail down a release schedule because Peter and I work independently of each other. We add new features and fix bugs at our own pace and issue new releases whenever we feel there's enough new "stuff" to warrant one.

Torque Owner Richard Ranft
Roostertail Games
Also, been thinking about putting Ogg back for a long while now but I've been too lazy. Thanks man!