Game Development Community

Naming convention concerns

by Tri · in Torque Game Builder · 09/27/2005 (12:14 pm) · 4 replies

It seems like T2D depends on client.cs to run. When creating a new code you have to use pre-existing client.cs. So how does it work if i want to test 2 different codes? i have to rename it to client.cs?

Let say i finished the spaceshooter tutorial and ran it. It worked great. Now when I start creating my own game, and still wanting to keep the spaceshooter game..i have to rename spaceshooter name to something else so my new game code is created in client.cs? Then what happens when i want to run spaceshooter game again..i have to rename it back to client.cs? How come T2D logic works this way? Feels like i'm spending a little more time renaming back and forth. This also applies to TGE as well.

Am i missing reading something? Please advise..

Thanks,
Tri

#1
09/27/2005 (12:26 pm)
Hi,

The way it works is that you would create a new directory for each game you want to develop, and then when you execute T2D.exe you'll do it like so:

T2D.exe -mod DIRECTORYNAME

and it will use that directory in the executable...

So, right now you probably have a T2D directory with the executable in it (among other files), then subdirectories:

common
particleeditor
T2D
tileeditor

By default, running T2D.exe will execute the "game" in the T2D subdirectory - all you need to do is create a copy of the T2D subdirectory and name it something else, like "spaceinvaders" and then run "T2D.exe -mod spaceinvaders" and create/modify the files in that subdirectory.

Hope this is right... :-)

Steve
#2
09/27/2005 (1:28 pm)
Hi Steve,

Well I made a copy of \example folder to \game01 folder

then from DOS command I ran "T2D.exe -mod game01" from \game01 folder

It worked exactly the way you described.

Thank you very much for your replied.

Now I feel a little better about owning T2D :)

Tri
#3
09/27/2005 (2:26 pm)
Actually, T2D depends on main.cs, not client.cs (if you look, main.cs calls client.cs)

but like Steve says, your problem can be resolved by the -mod stuff. (but still it's main.cs in the mod that is required, not client.cs)

-Jason
#4
09/27/2005 (4:30 pm)
Glad to see it worked. Some of the Torque development environments, like Torsion (www.sickheadgames.com) make it really easy for you to create projects and a separate "-mod /projectname" for each one. I find this really help when editing and creating multiple games and tests...