Newb question about Torque2d MIT
by DrM · in General Discussion · 01/19/2013 (7:15 pm) · 8 replies
Hi
I love games and want to create them (as everybody) but know nothing about OOP or any language for apps.
I have a middle-advance knowledge of web syntaxis HTML and some PHP, Javascript for templates.. Dont know if that helps.
Anyway, now that Torque 2d will come to be free i tought that i can spend this time trying to learn something for that day so i can then start using it.
I dont want or expect to create the next big thing, i just want to have fun creating my own game and if its good i will be happy and maybe i can show it to someone else.
So what do i need to learn? c++, or torque script its enough?
And i hadnt found any information about learning Torque2d except for an old Torque for teens book in Amazon. Where can i get started?
I want to make some platform like Mario, Rayman, Meatboy kind of game.
I love games and want to create them (as everybody) but know nothing about OOP or any language for apps.
I have a middle-advance knowledge of web syntaxis HTML and some PHP, Javascript for templates.. Dont know if that helps.
Anyway, now that Torque 2d will come to be free i tought that i can spend this time trying to learn something for that day so i can then start using it.
I dont want or expect to create the next big thing, i just want to have fun creating my own game and if its good i will be happy and maybe i can show it to someone else.
So what do i need to learn? c++, or torque script its enough?
And i hadnt found any information about learning Torque2d except for an old Torque for teens book in Amazon. Where can i get started?
I want to make some platform like Mario, Rayman, Meatboy kind of game.
#2
1. TorqueScript
2. XML editing
3. VisualStudio and/or Xcode
4. Git
TorqueScript for the new T2D has remained basically unchanged. What you could learn with TGB, iT2D, or even T3D is applicable. The best starting point would be TorqueScript Introduction and TorqueScript Syntax.
Persisted data is now in a custom XML format we call TAML (Torque Application Markup Language). Particles, scene files, GUIs, sets, and more all are persisted to this format. Any XML editor should work fine, but I prefer using VisualStudio on Windows and AppCode on OS X.
Since T2D MIT will essentially be an API, you will need to know the basics of compiling. You may not jump into writing C++ code, but you will need to generate the binary executables. It will be as simple as opening a project for your platform, then compiling. After that, you can work solely in TorqueScript and TAML if you wish.
Git is self-explanatory. The repository will be hosted on GitHub, so you will need to know the basics of cloning and forking.
01/20/2013 (6:03 am)
@DrM - For the upcoming T2D, you should become familiar with the following:1. TorqueScript
2. XML editing
3. VisualStudio and/or Xcode
4. Git
TorqueScript for the new T2D has remained basically unchanged. What you could learn with TGB, iT2D, or even T3D is applicable. The best starting point would be TorqueScript Introduction and TorqueScript Syntax.
Persisted data is now in a custom XML format we call TAML (Torque Application Markup Language). Particles, scene files, GUIs, sets, and more all are persisted to this format. Any XML editor should work fine, but I prefer using VisualStudio on Windows and AppCode on OS X.
Since T2D MIT will essentially be an API, you will need to know the basics of compiling. You may not jump into writing C++ code, but you will need to generate the binary executables. It will be as simple as opening a project for your platform, then compiling. After that, you can work solely in TorqueScript and TAML if you wish.
Git is self-explanatory. The repository will be hosted on GitHub, so you will need to know the basics of cloning and forking.
#3
Thanks for your response
-
By the way, i started the rainy tutorial, here is the video "http://www.vimeo.com/799260" but in step 02 i cant drag the background into torque2d, im missing something? I mean, i drag a lot of files everyday into Photoshop and never failed like now.
01/20/2013 (2:08 pm)
Well i installed Torque2d demo right now so i will try it for this month and see if i can handle it. Anyways if i get confused i can start to learn c++ right now or after this month until Torque2d MIT gets released.Thanks for your response
-
By the way, i started the rainy tutorial, here is the video "http://www.vimeo.com/799260" but in step 02 i cant drag the background into torque2d, im missing something? I mean, i drag a lot of files everyday into Photoshop and never failed like now.
#4
The problem with dragging files has arisen in the last year or so (it worked back in Sep 2011 when I updated that tutorial) - you might just have to save the file from the page and add it using the "Create a new ImageMap" button at the top of the project manager pane.
When starting out, try to get comfortable with TorqueScript. You can do quite a lot with it - the majority of the T2D editor is built in TorqueScript.
01/22/2013 (6:12 am)
If you get confused, C++ is the last thing you should jump into....The problem with dragging files has arisen in the last year or so (it worked back in Sep 2011 when I updated that tutorial) - you might just have to save the file from the page and add it using the "Create a new ImageMap" button at the top of the project manager pane.
When starting out, try to get comfortable with TorqueScript. You can do quite a lot with it - the majority of the T2D editor is built in TorqueScript.
#5
I had done some tutorials and have been reading the documentation for Torque2d and im willing to see the MIT version.
About programming, i dont get all the stuff from the tutorials but feel like understanding what happens in general.
Yet i have new questions..
Will the MIT edition have an editor? (even in a future)
Can i make some c++ (or even c#) tutorial exercises in TorqueScript? I mean make the same but using TS syntaxis? I would like to learn TorqueScript from 0
i have read something about using C# instead of TorqueScript but cant find the info anymore, its that possible? so i can learn c# instead.
Thanks for all the answers
02/03/2013 (8:28 pm)
HiI had done some tutorials and have been reading the documentation for Torque2d and im willing to see the MIT version.
About programming, i dont get all the stuff from the tutorials but feel like understanding what happens in general.
Yet i have new questions..
Will the MIT edition have an editor? (even in a future)
Can i make some c++ (or even c#) tutorial exercises in TorqueScript? I mean make the same but using TS syntaxis? I would like to learn TorqueScript from 0
i have read something about using C# instead of TorqueScript but cant find the info anymore, its that possible? so i can learn c# instead.
Thanks for all the answers
#6
02/07/2013 (12:15 pm)
The TorqueX projects were scrapped a while back. Winterleaf Studios is working on a project that will allow using C# in addition to TorqueScript but I don't think it's up and running just yet. Note that this project adds C# to the engine and does not replace TorqueScript.
#7
I had started to learn c# so i can get into programming but dont know if i would be able to port that tutorials/exercises/knowledge to TorqueScript or c++
I want to put my hands into Torque2D but it seems to be far from a non experienced programmer.
02/08/2013 (11:46 am)
Would you tell TorqueScript is more like C++ or C#? (difficulty of learning/use)I had started to learn c# so i can get into programming but dont know if i would be able to port that tutorials/exercises/knowledge to TorqueScript or c++
I want to put my hands into Torque2D but it seems to be far from a non experienced programmer.
#8
02/08/2013 (4:13 pm)
I would say it is close to Javascript for syntax.
Torque Owner Alpha-Kand
Hunter's Meadow
Unfortunately web languages aren't going to help a lot here but you do understand the rigidity that programming languages require. SO, even with a fairly good understanding of C++ I had some trouble learning TorqueScript but I quickly caught on. I found that my best friends were documentation, the tutorials that came with the documentation, source code and forums. Not sure what the future of documentation for T2D is going to be but if they are as good or better then what I dealt with you will be fine. :)
Biggest help in the beginning was DEFINITELY the tutorials. Then after that was making sure to challenge myself a little so you can't help but experiment and learn.