A few questions about Torque 2D packages and ease of use
by Little Asi · in General Discussion · 09/30/2009 (2:34 am) · 2 replies
I've started an independent game development company and I'm trying to decide between using Flash or Torque 2D for prototyping. The dramatic price difference, game specific nature of Torque, and my previous experiences with Flash/ActionScript all have me leaning toward Torque 2D, but I want to make sure I understand what I need before making the purchase.
I've got a few questions:
1. What functionality am I losing by purchasing the $100 package that comes without the source code? [FWI: I'm not really a programmer, so I apologize if this seems like a silly question; I'm just putting together a prototype before recruiting more experienced help.] Am I right in assuming you would only need the source code if you wanted to make heavy back-end customizations or optimizations?
The extra $150 is not a big deal if I am going to need the source code, but I'd rather avoid it, naturally, if I don't.
2. If I do purchase the $100 package, is it possible to upgrade later (e.g. we decide we need it once we move past the prototype), or would I need to make a whole new purchase?
3. Would it be complicated to use outside text files in order to store variable values (i.e. players can customize level/character parameters independently of the application)? This is an essential feature, even in the prototype. I know I can do this in Flash very easily; I'm hoping it's just as simple here.
4. How easy is Torque 2D to learn? I used Flash extensively back in school, so I'm already familiar with it; but I'm also familiar with it's shortcomings. I know ActionScript well, but my C/C++ is novice at best. I'm thinking the $500+ difference in cost is worth learning something new, especially since I'm more likely to stick with Torque for the final project, but I want to be sure this isn't over my head.
Thanks for the help!
I've got a few questions:
1. What functionality am I losing by purchasing the $100 package that comes without the source code? [FWI: I'm not really a programmer, so I apologize if this seems like a silly question; I'm just putting together a prototype before recruiting more experienced help.] Am I right in assuming you would only need the source code if you wanted to make heavy back-end customizations or optimizations?
The extra $150 is not a big deal if I am going to need the source code, but I'd rather avoid it, naturally, if I don't.
2. If I do purchase the $100 package, is it possible to upgrade later (e.g. we decide we need it once we move past the prototype), or would I need to make a whole new purchase?
3. Would it be complicated to use outside text files in order to store variable values (i.e. players can customize level/character parameters independently of the application)? This is an essential feature, even in the prototype. I know I can do this in Flash very easily; I'm hoping it's just as simple here.
4. How easy is Torque 2D to learn? I used Flash extensively back in school, so I'm already familiar with it; but I'm also familiar with it's shortcomings. I know ActionScript well, but my C/C++ is novice at best. I'm thinking the $500+ difference in cost is worth learning something new, especially since I'm more likely to stick with Torque for the final project, but I want to be sure this isn't over my head.
Thanks for the help!
#2
I've already used up my demo time while initially shopping around for options, but this is pretty much exactly what I was hoping to hear. I'm ready to make the purchase.
09/30/2009 (10:28 pm)
Thanks for the response.I've already used up my demo time while initially shopping around for options, but this is pretty much exactly what I was hoping to hear. I'm ready to make the purchase.
Associate Scott Burns
GG Alumni
2. ....yes you can always upgrade to Pro later if you find you need source access.
3. Not that complicated at all, though once you start playing with it you may find a more elegant solution. Depending on what you're wanting it do of course.
4. T2D isn't all that difficult. The editors and behaviors are fairly straight forward, once you get used to them your biggest hurdle is learning TorqueScript. Since you know AS though you've got a leg up. AS is a C-styled language and TS is as well, so you'll be in slightly familiar ground.
My advice is to download the demo, follow some tutorials and play around with it.