Starting Out with Torque 2D
by Ozi · in Torque 2D Beginner · 09/01/2013 (1:31 pm) · 3 replies
So, while I've been off the forum I've been working on my scripting and coding a little bit and I have an idea for a small game that I hope to eventually transfer to Android and iOS.
How do I start off with Torque 2D? I open up the application but only pre-built modules open up. Do I have to make a new module to start a new project? Are 'toys' 'modules' and 'projects' interchangeable? Also, I thought this had a drag and drop feature built in. Where is that feature?
I really wanna get started on my prototype so I can recruit an actual team for this (2-4 people, had issues with big teams before xD).
Thanks all!
How do I start off with Torque 2D? I open up the application but only pre-built modules open up. Do I have to make a new module to start a new project? Are 'toys' 'modules' and 'projects' interchangeable? Also, I thought this had a drag and drop feature built in. Where is that feature?
I really wanna get started on my prototype so I can recruit an actual team for this (2-4 people, had issues with big teams before xD).
Thanks all!
#2
I'll check out the guide, thanks. As for the modules, they're basically levels that you can expand on? Say I make two different maps -- potentially I could make them two different modules?
Also, the way to edit your module graphically would be through...some sort of openGL? or could you use an graphic editor like Gimp?
09/01/2013 (2:21 pm)
@MikeI'll check out the guide, thanks. As for the modules, they're basically levels that you can expand on? Say I make two different maps -- potentially I could make them two different modules?
Also, the way to edit your module graphically would be through...some sort of openGL? or could you use an graphic editor like Gimp?
#3
Modules are just a container or folder for your content. There's no way to graphically edit modules, unless you consider Windows Explorer or Mac OS Finder to be graphical editors. :) To create images to use for Sprites, Scrollers, or other other visual objects - you can use any program that can create .png files: Gimp, Photoshop, Inkscape, etc.
09/01/2013 (2:46 pm)
Modules are simply a way for you to organize your scripts and other data (image files, music, particle effects, etc). You could organize your game as you proposed, where each map or level is a different module, you could also have all maps in one module. You could have a module that contains only your image files. It's really up to you. Here is a technical guide on the module system.Modules are just a container or folder for your content. There's no way to graphically edit modules, unless you consider Windows Explorer or Mac OS Finder to be graphical editors. :) To create images to use for Sprites, Scrollers, or other other visual objects - you can use any program that can create .png files: Gimp, Photoshop, Inkscape, etc.
Associate Mike Lilligreen
Retired T2Der
As for your other questions - toys are just another name for modules that belong to the Sandbox, which itself is also a module. A project can contain one or more modules, it is completely up to you in how you wish to organize your game scripts and assets.
T2D does not have any editors currently - before it went open source, the previous version of the engine had a drag and drop editor but so many systems were improved upon that editor compability was no longer possible.