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Level editor, TorqueScript, licensing and details on cross-platform compatibility

by daffodilistic · in Torque Game Builder · 07/15/2010 (4:02 pm) · 3 replies

Hi all,

I've been evaluating engines recently for my company, and so far TGB satisfies the need between the programmers, artists/designers and producers. After trying it out for about three weeks, I've a couple of questions regarding this product, hope you'll bear with me :).

1) I've searched through this website (and Google) for details regarding cross-platform coding, but it seems pretty much "confidential info", aside from a little bit of details on porting to the Macintosh. For code it would be natural to assume that some changes will need to be done, so that's fine. My question is, if we use the level editor in TGB to create our game levels, is it directly re-usable in Torque 3D/iTorque/Torque for Wii/Torque X/Torque 360 (with minor changes)?

2) Regarding licensing, are we eligible for the latest version of the engine (whether binary or source) whenever a new version comes out?

3) Is displaying the Torque logo as a splash screen on start-up required if we have the Studio Pro license?

4) If we choose to launch our game(s), are we required to contact GarageGames regarding our game(s) for endorsement/QA/etc. ?

5) In TorqueScript, is a basic class inherited from SimClass? Is there a lower level class that I can inherit/abstract from?

6) Does TGB automatically scale the text/graphics/sprites proportionally if the desired screen resolution is not achievable? If it scales, does it work in windowed and/or fullscreen mode? Does this also exist in other Torque engines targeting other platforms as well? E.g. playing the game on a 1024 x 768 screen when the game is developed on a 1920 x 720 resolution.

7) Is there a way to display the level in TGB "properly" when the design resolution has been changed? Right now the graphics/sprites/text looks squashed vertically when we set the design resolution to 1920x720.

That's all for now, I think. I'll return with more questions if need be. =)

#1
07/15/2010 (5:23 pm)
1) It's secret sauce information. I don't know the answer, and unfortunately it's a bridge you'll probably have to cross when you get there.

2) Depends - Torque Game Builder (the 2d engine) will likely update at least one more time. After that, I think Garage games is changing the engine to "Torque 2D" to match Torque 3D.

The transition from TGB->T2D will be a PAID upgrade, but all the money invested into TGB will go towards the purchase of the new enigne (If T2D costs $500, and you bought TGB for $150, you could pickup T2D for $350. these are just numbers I'm throwing out, though you get the point.)

I also say this to every person asking this question: Pick a version and stick with it once development begins. Constantly upgrading tech and engine specs will slow you down, and being concerned with the "latest, greatest version" will hinder your project. TGB 1.4 (older version) is one of the most popular and capable versions - people constantly release stuff from older versions, so it's not like your game NEEDS the new stuff. There was a game released recently from TGE (8 years of development) and it looks phenomenal.

3)Studio Pro means you don't have to throw in a splash screen, but I think GG can still use images of your game for their website (as a sort of bragging right) ----EDIT ---- Apparently, they changed it recently. There's a fee you can pay to waive the splash screen, otherwise it's 2 seconds. There are plenty of reasons to need the splash screen gone, but you need to evaluate if it's necessary for your project.

4) Distribution is up to you, but GG is always there to assist with that by putting your product in the official GG store or whatever. You can always sell it yourself in tandem or instead. It is not required, but as I said above, they would like to have images and screen caps for their "games made with t2d" page. This is not Apple - you aren't forced to go through a grueling acceptance procedure. Your game could suck, but you'd still have every right to sell it.

5) All objects are derived from SimObject. Sim Objects are already extremely abstract and only contain methods for creating, deleting, scheduling and pulling IDs from it. You can always use the source code to derive COMPLETELY abstract objects, but script interactivity will be limited.

6) There's a "design resolution" and a "game resolution." The game resolution can be flipped via script depending on user input, for example. There is, I believe, a full-screen option. The "scene window" has it's own sizing/scale too - it functions like the camera. So really, you have 3 resolutions to juggle. This allows you to be specific when asking about sizes and coordinates on screen (GUIs that lay on top of the screen really only care about screen space. Triggers, though, only care about their space on the scene graph regardless of the camera)

7) Again, this is the same issue: setting your design resolution to the same as the game resolution will eliminate stretching. the downside is you lose a bit of screen real-estate if you have a big monitor (i.e. if your computer is mega high resolution, you'll be designing on a tiny window if your target is 1024x768.) It's a minor inconvenience.

Hope this helps
#2
07/16/2010 (1:13 am)
1) As for Windows/Mac, it's fairly easy. When coding in C++, you'll use functons like "dStrlen" which then automatically resolve to the platform's version of "strlen". As for the rest, you'll have some work to do. In some cases, just a little (like the iDevices); the rest seem to have larger changes.

As for a level built in TGB, it will not be usable in Torque 3D (but maybe when Torque 2D comes out).

7) I just write a single function that takes the new screen size. I leave the scene alone and just change the size of the t2dSceneWindow to fill up the screen as much as possible while keeping the aspect ratio correct. There are several examples in the forums and (when the time comes), if you can't find it, just drop a line in the forums and I can get you the code you'll need.
#3
07/16/2010 (3:18 pm)
Hi,

Thanks for all your replies, I'll take them into consideration. Only thing that I need clarification is for (7), whereby I was referring to TGB's scene editor during design time, and not run time. I've set the scene's camera's design resolution to 1280x720, and also set the Scene Editor options in the Edit menu to 1280x720, but it still looks squashed horizontally.