A statement of concern, followed by a request for assistance.
by James Peter Fayette · in Torque 2D Beginner · 02/08/2013 (1:10 pm) · 5 replies
First of all, I like the fact that this engine is becoming open source. I think it is a step in the right direction for the whole community. I'd like to get that out of the way, because the remainder of this post will be composed of complaints.
The blog post about the new release talks about expanding the community, but it would appear that they have all but abandoned most of the features that made the engine a good choice for inexperienced developers.
The loss of the editor is the most obvious change, but certainly not the most pressing. near as I can imagine, the most that will do is slow down the development cycle a bit, until one can learn to work without it.
What really troubles me is the fact that the new release is only available in the form of source code. as a relatively new user, I have never touched the source of the older versions, and I have no idea how to make even the most basic use of the new version of the engine, in sharp contrast to the TGB versions, in which I was able make my first rudimentary game with no assistance outside of the documentation in the space of an afternoon.
While I am not opposed to learning how to use the new version, I lack the most basic knowledge as to how to implement this engine in even the most rudimentary way. any assistance would be much appreciated, but keep in mind that I have never touched C++ in my life.
The blog post about the new release talks about expanding the community, but it would appear that they have all but abandoned most of the features that made the engine a good choice for inexperienced developers.
The loss of the editor is the most obvious change, but certainly not the most pressing. near as I can imagine, the most that will do is slow down the development cycle a bit, until one can learn to work without it.
What really troubles me is the fact that the new release is only available in the form of source code. as a relatively new user, I have never touched the source of the older versions, and I have no idea how to make even the most basic use of the new version of the engine, in sharp contrast to the TGB versions, in which I was able make my first rudimentary game with no assistance outside of the documentation in the space of an afternoon.
While I am not opposed to learning how to use the new version, I lack the most basic knowledge as to how to implement this engine in even the most rudimentary way. any assistance would be much appreciated, but keep in mind that I have never touched C++ in my life.
About the author
#2
02/08/2013 (2:30 pm)
Thanks for the help. I'm at school at the moment, so I can't try this now, but when I get home, I'll see if I can get it working.
#3
02/08/2013 (8:41 pm)
Ast i stated in my blog response, the release is not just C++ source code. We have included many TorqueScript files. Each example toy is written entirely in TorqueScript and TAML. If you used the older engines, you already have some experience with TorqueScript, behaviors, and shared objects.
#4
Here is the Release Version of Torque2D built using VS2010 express.
Torque2D.exe Release
02/09/2013 (4:24 am)
I think a quick solution would be to upload the Release version of the engine, so that those who are not familiar with VS or XCode, can make use of it quicker.Here is the Release Version of Torque2D built using VS2010 express.
Torque2D.exe Release
#5
The editor's will come. And there should soon be binaries of the sandbox posted for Mac and PC (if they aren't up already - I'll have to check). Ultimately, a pre compiled version of the engine absolutely should be available - just as we've done for T3D.
For years the community has begged GarageGames to be more open and transparent. They want to see new technology as soon as possible. Essentially, that is what we've done with the new T2D (and T3D a few months ago).
Rather than wait until we've got everything in place (i.e. the editors, documentation, etc) we've just pushed it out the door, and on top of that we've open sourced it with what is essentially the most permissive license possible (MIT).
I think its everyone's goal to see T2D get editors back. Better, more modern editors, that take into account new features (like integrated Box2D physics).
In the meantime though, we did just update both Torque 2D and iTorque for users like yourself, fixing many bugs and adding many improvements. And those are free updates available to all. I really hope that will keep users like yourself satisfied while the new T2D gets up and running. That certainly was our intention anyway (believe me, over the last few months there were a few voices in favor of just dropping everything and focusing all our resources on T2D MIT).
02/09/2013 (4:06 pm)
James,The editor's will come. And there should soon be binaries of the sandbox posted for Mac and PC (if they aren't up already - I'll have to check). Ultimately, a pre compiled version of the engine absolutely should be available - just as we've done for T3D.
For years the community has begged GarageGames to be more open and transparent. They want to see new technology as soon as possible. Essentially, that is what we've done with the new T2D (and T3D a few months ago).
Rather than wait until we've got everything in place (i.e. the editors, documentation, etc) we've just pushed it out the door, and on top of that we've open sourced it with what is essentially the most permissive license possible (MIT).
I think its everyone's goal to see T2D get editors back. Better, more modern editors, that take into account new features (like integrated Box2D physics).
In the meantime though, we did just update both Torque 2D and iTorque for users like yourself, fixing many bugs and adding many improvements. And those are free updates available to all. I really hope that will keep users like yourself satisfied while the new T2D gets up and running. That certainly was our intention anyway (believe me, over the last few months there were a few voices in favor of just dropping everything and focusing all our resources on T2D MIT).
Torque Owner Doc308
To get a start/foothold on the new T2D, the first thing you'll want to do is to get a Visual Studio Express 2010 C++ edition. Now, don't get scared in thinking you have to know C++ to do this task, because you really don't. What you want to do after installation, is to then browse to your T2D install folder, under engine -> compilers -> Visual Studio 2010 and open Torque2D.sln from Visual Studio, make sure to switch the mode up near the top to Release (it defaults to Debug), also, you most likely will have to add in the Build functionality. To do this, go to Tools -> Settings -> Expert Settings (this unlocks the build flyout up top, making is a bit easier). Then simply build the solution.
What this does, is creates the Torque2d.exe file which you can go into the pre-included sandbox that has the toys that have been talked about. Now to simplify, you'll want to change the sandbox/modules, and while I could expand on this more, documentation should be coming along. Patience for now is key, but some of us more veteran programmers and Torque 2d users can tinker moreso.
Note, the above steps will change if you're not using Windows, so if you're on a mac, it would be XCode I believe instead of Visual Studio. And it will be Torque 2d.xcodeproj instead of the sln file.
There's not a simple editing solution as of yet. But, in time it will happen. I believe the future will hold editors, or perhaps a Toolbox of pre-defined startups (similar to T3D Toolkit).
I hope that helps, and if you need any further assistance building the solution, feel free to ask.