Need to know where to start?
by Matthew Langley · in Torque Game Builder · 04/01/2005 (7:16 am) · 56 replies
(btw first post on the forum! lol had to do that :)
TDN (Torque Developer Network)
If you need to know where to start, here is some links to resources that will help you :)
Torque 2D Unofficial F.A.Q.
TDN (Torque Developer Network)
If you need to know where to start, here is some links to resources that will help you :)
Torque 2D Unofficial F.A.Q.
About the author
Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.
#2
04/01/2005 (12:17 pm)
Thanks Matthew!
#3
04/02/2005 (1:46 am)
Added a new particle tutorial :)
#4
04/02/2005 (7:35 am)
Awsome. Now I can make my own sparkley-sparkles!
#5
04/03/2005 (6:44 pm)
Cool I need to try that love the tutorials you have already made, been most helpfull. Great job.
#8
I picked up T2D at GDC last month and am finally getting the chance to sit down with it. My goal is to do an Age of Empires style game, so I'll probably wait until the Iso-Map API is finished before going hog-wild, but in the meantime I wanted to understand my way around the system.
And that's where I'm running into learning curve issues. I've read over all the .pdf files that come with the T2D install, though I've not read the "Reference" one in too much detail. Still, I'm not sure how to proceed because I'm missing out on the big picture of how all this stuff fits together architecturally, and where it is in this architecture that I'm inserting code.
My problem appears to lay in the fact that I'm unfamiliar with T3D, but I'm not sure if reading documents about T3D would help any. What course of action do you recommend?
Thanks,
Anthony
04/07/2005 (12:49 pm)
Hi.I picked up T2D at GDC last month and am finally getting the chance to sit down with it. My goal is to do an Age of Empires style game, so I'll probably wait until the Iso-Map API is finished before going hog-wild, but in the meantime I wanted to understand my way around the system.
And that's where I'm running into learning curve issues. I've read over all the .pdf files that come with the T2D install, though I've not read the "Reference" one in too much detail. Still, I'm not sure how to proceed because I'm missing out on the big picture of how all this stuff fits together architecturally, and where it is in this architecture that I'm inserting code.
My problem appears to lay in the fact that I'm unfamiliar with T3D, but I'm not sure if reading documents about T3D would help any. What course of action do you recommend?
Thanks,
Anthony
#9
T2D Tutorial Mouse Object Selection and Moving Part 3
Anthony I'd suggest first going through the Basic tutorial included with T2D... then going through those tutorials up top I listed, in that order too
04/08/2005 (5:45 pm)
AddedT2D Tutorial Mouse Object Selection and Moving Part 3
Anthony I'd suggest first going through the Basic tutorial included with T2D... then going through those tutorials up top I listed, in that order too
#10
04/08/2005 (5:57 pm)
What Matthew said
#12
04/09/2005 (5:41 pm)
Added it to the list :) the more tutorials the better!
#15
Would be cool to have a T2D project Roadmap. Some kind of A-Z skeleton plan of how a T2D project should be made cradle to grave.
04/15/2005 (8:39 pm)
@King Tut : Thx man...Would be cool to have a T2D project Roadmap. Some kind of A-Z skeleton plan of how a T2D project should be made cradle to grave.
#16
04/15/2005 (9:10 pm)
Thank you kindly Matthew!:)
#17
Perhaps we chould even consider creating some central repository or something into which anyone can submit a standards-based generic template for immediate retrieval!:) I'd seriously consider taking on such a task myself - especially once I've got a good grasp of the scripting languge!:) This could really speed things up as far as scripting or even C++ programming is concerned - glad you mentioned that, thanks!:)
04/15/2005 (9:34 pm)
Say Randy, that sounds like a great idea!:) We could have a group of barebones project templates that would each address a diferent genre or concept; one for racing, another for RTS's, yet another for shooters, and the list could go on and on!:)Perhaps we chould even consider creating some central repository or something into which anyone can submit a standards-based generic template for immediate retrieval!:) I'd seriously consider taking on such a task myself - especially once I've got a good grasp of the scripting languge!:) This could really speed things up as far as scripting or even C++ programming is concerned - glad you mentioned that, thanks!:)
#18
A repository would be awesome.
My $0.02
04/16/2005 (5:16 am)
A roadmap would help me immensely. I'm not thinking so much of templates(those would be useful too) but more of a workflow/order of development sort of thing. A short document that outlines the basics would really help me. I should think it'd be fairly quick to write as well.A repository would be awesome.
My $0.02
#19
Anymore suggestions?
04/16/2005 (1:28 pm)
@Matt:Those of us who are not as proficient with T2D can resort to using the templates and everyone else, the documents - something like a two-tiered system-wonderful!:) I think I'm going ahead with this as soon as I possibly can!:) Would be great experience!:)Anymore suggestions?
#20
During my GID I basically had to do a sum of all the workflow of a game in a day lol... well very very simplicstic versions of the development process, though by going through them I succeeded in my goal... Once I get a chance I'm going to create a tutorial on going through creating my GID step by step as well as the workflow of it.
Data organization was also another huge aid in speeding through development
04/16/2005 (3:09 pm)
Sounds like a very good idea ! Any documentation helps a ton...During my GID I basically had to do a sum of all the workflow of a game in a day lol... well very very simplicstic versions of the development process, though by going through them I succeeded in my goal... Once I get a chance I'm going to create a tutorial on going through creating my GID step by step as well as the workflow of it.
Data organization was also another huge aid in speeding through development
Torque 3D Owner Matthew Langley
Torque
Unofficial T2D F.A.Q.
TorqueScript Documentation
Explanations by Melv:
Tile Map Explanation
Tutorials:
Torque 2D Tutorial pack
All 10 of my tutorials are here in one large zip file as well as seperate zip files :) Converted them all to HTML format to store on your own PC.
(the tutorials included in this zip file are the ones with a * by them
*T2D Starter Gui Tutorial
*T2D In-Depth Tutorial - Creating the Physics Demo
*T2D Particle Tutorial
*T2D Tutorial Mouse Object Selection and Moving
*T2D Tutorial Mouse Object Selection and Moving Part 2
*T2D Tutorial Mouse Object Selection and Moving Part 3 (way to keep debug info)
*T2D Tutorial moveTo - Creating a moveTo Function
*T2D Tutorial Fading in and Out
*T2D Tutorial Creating a Path Point System
*T2D Tutorial C++ Creating a Custom Object
T2D Tutorial Using Torque DB
Hello World Tutorial #1
Hello World Tutorial #2
T2D: How to implement buttons with sound
Tools:
Collision Vertex Plotter Utility
Image Datablock Tool
Resources:
Torque 2D Physics Demo
Torque 2D Simple Debug GUI
T2D Minimal Starting Point
Text Display Class
Torque DB (with full Journal System)
An example on how to Save and Load Data
DirectX support with T2D (modified from Todd's TGE code).