Game Development Community

about torque 2d

by Trancy Lou · in Torque 2D Beginner · 03/31/2013 (1:55 am) · 10 replies

i have download the MIT version and there is only one exe named "Torque 2D",i am not quite familiiar with this engine and it was kind of a car game or something,i couldn't open the wolrd editor with F10 like in Torque 3D,where is Torque 2D's world editor??

i am a beginner to torque 2D,so please give me an answer!!!

#1
03/31/2013 (2:38 am)
When you start a default version of Torque 2D, it loads the Sandbox which contains a bunch of example toys that show off different features of the engine. The default toy is the truck toy, which is probably what you saw. Clicking on the Show Tools button pulls up a menu where you can play with different configuration options or choose other toys.

There is no world editor or any other type of editor with Torque 2D. Everything right now is done through scripting. It is probably best to look at the Getting Started Guide on the Torque 2D wiki for learning how to use the engine.
#2
03/31/2013 (5:05 am)
Thanks alot!i guess i thought that Torque game builder is the Torque 2D,but why every time i clicked the TGB and the T2D pages shows off,its just make me more confusing,So TGB and T2Dis not exactly the same thing right?how do i find TGB then ?
#3
03/31/2013 (5:27 am)
It's better to wait for editors for T2D MIT. TGB will no longer be receiving updates.
#4
03/31/2013 (5:30 am)
I hope it won't take a long time
#5
03/31/2013 (5:49 am)
Yeah, the naming of the product got a bit confusing. TGB was renamed to Torque 2D a year or two ago to have similar branding to Torque 3D. Basically the last version of TGB/T2D with an editor is version 1.8. I guess it is still possible to buy a license for that product but it will never receive any future updates, fixes, or improvements. From Github is the open sourced MIT version of Torque 2D 2.0. This is the latest version of the engine, but with so many changes and improvements there are no editors that work for it.

As Chase mentioned, editors are planned, but it will take some time before they are available since it is now a community effort to make them.
#6
03/31/2013 (6:16 am)
So the option i have is a)use 1.8 whitout any update b)use torquescript or c)wait.I think its kind of hard to choose base on what i have already took some tutorials with the version 1.8.anyway i am very clear about the names and versions of TGB(T2D),only need to choose one of it,thanks alot for helping me at 5:50 a.m.!!!!
#7
03/31/2013 (6:40 am)
If it was really 5:50 am, I would still be sleeping. :) It's late afternoon now in my part of the world.

In any case, you're welcome and good luck with whatever choice you make. I think it is worth learning TorqueScript, but I can understand the desire to use an editor, it makes things a lot easier.
#8
03/31/2013 (6:49 am)
Its glad to hear that the Torquescript was based on C++ which i have already took care of
its afternoon for you?'case its nearly 9 pm now in my home!
#9
04/01/2013 (4:57 am)
It's going to take a while to develop a full set of editors for T2D MIT. I do recommend you start using it, instead of TGB. We are adding support for external editors, like TexturePacker, Zwoptex, Tiled, Spine, Spriter, and more. These will be useful replacements for the TGB editor. Additionally, a good TorqueScript writer with an understanding of the TGB editors could modify the existing scripts to export a project's assets. It's not exactly ideal with 1:1 results, but it could keep a project going.
#10
04/01/2013 (5:18 am)
Thanks!i think i gonna start with the latest version ASAP