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Best approach for porting from T2d Alpha to TGB 1.1?

by Christopher Gu · in Torque Game Builder · 07/25/2006 (3:19 pm) · 2 replies

Oops, I initially posted this in the wrong forum, here goes:

Hey guys,

Not sure how many of you remember me...but I started a game last May/June using the T2D alpha. I wrote about 9000 lines of code, only to realize that the engine was too unstable for our uses. In the meantime, my business partner and I got impatient and moved onto a different engine in order to do a new game. Well, the new game is out and selling now. You can see it here:

www.bigfishgames.com/downloads/babaspuzzle/index.html

Anyhow, now that 1.1 is out, we decided to go back and rework our original game. I went through the documentation, as well as the tutorials, and it seems that a LOT has changed. Mostly, I am dismayed at the IDE-centric nature of the tutorials :( I really wish there was a document detailing how one can port their old Torque code over to the new engine.

Does anyone have any experience with porting a large T2D alpha project over to TGB? Are there any pitfalls of which I should be aware of? Should I even bother with my old code?

#1
07/26/2006 (7:16 am)
T2D Alphas?

Well, the main change is the naming conventions t2d -> tgb.

I cant think of anything else not being compatible, mostly functionality has been added and it would probably be possible to optimize your code now.

The engine has had a big re-vamp, TGE 1.3 -> TGE 1.4 engine. So, some of the GUI stuff may not work, etc.

Try it, thats what I say.
#2
07/26/2006 (8:03 am)
Wel.... Hmmm... BlitzMax......

Personally I like both, however the TGB ui is more intutive for me.