Torque 2D MIT (Live Taml)
by Melv May · 01/26/2013 (2:23 pm) · 21 comments
This is the final blog of a series of blogs this weekend:
Blog 1
Blog 2
Blog 3
TruckToy on an iPad 2
Here I wanted to demonstrate some of the structure of Taml and how it relates to real objects in Torque because of its importance to the engine as a whole.
In this example I show how the Taml structure relates to a Scene and SceneObject derived types. As I'm typing Taml by hand on the left you'll see the results "live" on the right. You'll have to forgive the choppy view on the right; I can assure you it's super-smooth and I've shown the FPS overlay to highlight that it's rendering in the thousands of FPS but it's the capture software that grabs at around 30 FPS and it spits out a lot of data to the disk affecting performance.
Hopefully though you'll find this interesting and will give you more of an idea of how the XML format of Taml is structured and how it relates to objects you'll use. Recall that there's also a binary mode as well.
Have a good weekend!
Blog 1
Blog 2
Blog 3
TruckToy on an iPad 2
Here I wanted to demonstrate some of the structure of Taml and how it relates to real objects in Torque because of its importance to the engine as a whole.
In this example I show how the Taml structure relates to a Scene and SceneObject derived types. As I'm typing Taml by hand on the left you'll see the results "live" on the right. You'll have to forgive the choppy view on the right; I can assure you it's super-smooth and I've shown the FPS overlay to highlight that it's rendering in the thousands of FPS but it's the capture software that grabs at around 30 FPS and it spits out a lot of data to the disk affecting performance.
Hopefully though you'll find this interesting and will give you more of an idea of how the XML format of Taml is structured and how it relates to objects you'll use. Recall that there's also a binary mode as well.
Have a good weekend!
About the author
#2
01/26/2013 (2:39 pm)
That looks very amazing! I appreciate all your hard work and the amount of info you have been releasing! Can't wait to dive in!
#3
01/26/2013 (3:28 pm)
hey why don't you make any more marble blast games :(
#4
@Kikoo123 - Plain and simple, no one has asked (payed) us too. Melv and I focus on 2D game engine technology, which is the point of the recent string of blogs. I highly suggest you check out Dave Wyand's recent blog about Torque 3D. He shows a demo of T3D and Leap Motion, which is eerily similar to a Marble Blast level. Maybe it's time for someone other than GarageGames to make a marble game.
01/26/2013 (3:36 pm)
As usual, fantastic video and blog Melv. Couldn't ask for a better person to work on T2D. @Kikoo123 - Plain and simple, no one has asked (payed) us too. Melv and I focus on 2D game engine technology, which is the point of the recent string of blogs. I highly suggest you check out Dave Wyand's recent blog about Torque 3D. He shows a demo of T3D and Leap Motion, which is eerily similar to a Marble Blast level. Maybe it's time for someone other than GarageGames to make a marble game.
#6
01/27/2013 (11:22 am)
Incredible work Melv!
#7
01/27/2013 (11:55 am)
The three original blogs were epic but this is the icing on the cake!
#8
I know this has been mentioned elsewhere, but when are we expecting the release of T2D MIT?
01/28/2013 (6:15 am)
just freaking awesome!!!I know this has been mentioned elsewhere, but when are we expecting the release of T2D MIT?
#9
01/28/2013 (7:07 am)
@Andy - Oh so very, very, very soon. Private testers are already hammering on it. Melv and I are putting the final touches on some busted code. I'm fixing an iOS related issue with orientation that affects both iTorque 2D and T2D MIT. We are expecting to be fully code complete by Wednesday or Thursday. That just leaves a few logistical hurdles, a couple blogs about the steering committee, dotting the T's and crossing the I's.
#10
01/28/2013 (7:14 am)
@Michael - Sounds good!
#11
I read :
Editors vs API: The initial launch of Torque 2D MIT will not have any editors. It will be a pure API with example code for game play, assets, GUIs, and unit tests.
the question is :
How can create a level without editor ???
01/28/2013 (9:52 am)
I have a question for Mick and Melv :I read :
Editors vs API: The initial launch of Torque 2D MIT will not have any editors. It will be a pure API with example code for game play, assets, GUIs, and unit tests.
the question is :
How can create a level without editor ???
#12
01/28/2013 (9:54 am)
@Andrea - Exactly how Melv showed in his video. You will handwrite the TAML files and TorqueScript. It's actually very fast to do. We are also shipping a sandbox with plenty of examples on how to create simple levels, display particles, animate sprites, and so on.
#13
01/28/2013 (11:53 am)
OOH! So excited. I love this no-nonesense layout for the editors.
#14
Hei Michael thanks
Then if I want create a complex level I must Handly write all ???? Is not a good option .....O_O
And the scripting for gameplay and other exist again ??
I hope can use the same scripts with modification .. I write this for understand if is possible to translate my iTorque2D project in MIT...
The license of MIT is different vs iTorque2D ??
I can use it in the same mode ???
Are there other costs ???
Thanks in advance Mich ;-)
01/28/2013 (10:04 pm)
@MichaelHei Michael thanks
Then if I want create a complex level I must Handly write all ???? Is not a good option .....O_O
And the scripting for gameplay and other exist again ??
I hope can use the same scripts with modification .. I write this for understand if is possible to translate my iTorque2D project in MIT...
The license of MIT is different vs iTorque2D ??
I can use it in the same mode ???
Are there other costs ???
Thanks in advance Mich ;-)
#15
Here is an explanation from GG of the MIT license from another post:
01/29/2013 (4:00 am)
@Andrea, I think everyone knows a lack of editors is not ideal, but Melv's video above shows that writing our scenes out by hand is not too difficult. Plus the fact that the community will be able to give their input into future editors or add support for 3rd party tools (TexturePacker support was added extremely fast) is quite exciting.Here is an explanation from GG of the MIT license from another post:
Quote:It means you can use it for any purpose. MIT is one of the most permissive licences. It can be used with free or commercial software and you choose whether or not you want to release any source back to the community. It's less restrictive by far than the current commercial license (no splash screen, you can share with anyone you like on your team without them purchasing a license, etc.
We still own the Torque IP (i.e. the name, trademark, etc) but grant you the right to do what you will with the engine.
This will apply to the MIT version when we release it. It does not apply to existing or previous versions of the engine.
#16
Mike answered the license question perfectly.
01/29/2013 (4:28 am)
Quote:Then if I want create a complex level I must Handly write all ????It's actually easier than you think. You can even develop a level as you go along, such as using helper functions to drop sprites at your cursor position.
Quote:And the scripting for gameplay and other exist again ??You can use a lot of your past scripts, but you will have to update them to match any changes we've made for objects. For example, t2dStaticSprite and t2dAnimatedSprite do not exist anymore. There is only Sprite.
I hope can use the same scripts with modification .. I write this for understand if is possible to translate my iTorque2D project in MIT...
Mike answered the license question perfectly.
#17
My left monitor says "Hey! I want to have the Taml text editor on my screen!"
My right monitor says "I want to have the sandbox on my screen!"
I'm glad they get along so well.
So, Mich, are these "helper functions" hardcoded into the sandbox or is that something we can also control with Taml (which would make for a quick-n-dirty, per-project, editor of our own design)?
Thank you,
Brian
01/29/2013 (1:26 pm)
So, I just stopped drooling long enough to have a conversation with my computer:My left monitor says "Hey! I want to have the Taml text editor on my screen!"
My right monitor says "I want to have the sandbox on my screen!"
I'm glad they get along so well.
So, Mich, are these "helper functions" hardcoded into the sandbox or is that something we can also control with Taml (which would make for a quick-n-dirty, per-project, editor of our own design)?
Thank you,
Brian
#18
01/29/2013 (1:28 pm)
@Brian - The kind of helper functions I mentioned are not in the sandbox, because they would be very game specific.
#19
01/30/2013 (6:09 am)
Didn't you say a level editor will be released after the initial release?
#20
01/30/2013 (6:25 am)
I said that the editors have to be planned out after the initial release. There are several important questions to ask, such as what framework do we use, what editors do we need, what order do we create them, and so on. 
Torque Owner Will Zettler
Digital Lightstorm Game Studio
Looks great. Can't wait til it comes out!
Will