Game Development Community

The basics...

by Mick McCleery · in Site Feedback · 01/21/2011 (9:32 am) · 10 replies

At the risk of sounding like a total newbie (which I am). What is the difference between Torque 2D and Torsion? I mean, what do they actually allow you to do?
Also, how does the TGB platformer kit fit in?

Thanks for your patience (ahead of time)

About the author

Film writer since 1978. Film maker since 1982. Film Teacher since 1992. Video Game maker... just started.

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#1
01/21/2011 (9:37 am)
@Mick - Torque 2D is the game engine. Torsion is a visual IDE for TorqueScript editing and debugging. The Platformer Starter Kit is an add-on for the base engine. It introduces new assets, new source code, and sample scripts that allow you to more easily make a platformer game. Think of it like this:

You want to make a 2D game. You can write everything from scratch, like the renderer, the entity system, scene management, etc. If you buy Torque 2D, it handles all of the core systems and adds other features that speed up development (like behaviors). Now, you have Torque 2D and decide you want to create a platformer. You can start writing all the platformer specific code, like double jumps, health management, optimized platform collision. Alternatively, you can pick up the PSK that introduces pretty much everything you need to start making a platformer. When you reach this point with the tech, you are literally just designing a platformer and not creating the base systems. Make sense?
#2
01/21/2011 (10:00 am)
Wow. I am out of my element here!

Got most of it. Until the 'create a platformer' part. PSK? Is that the Game builder?

Again, thanks!
#3
01/21/2011 (10:25 am)
@Mick - Sorry, terminology can get confusing:

Torque 2D
Abbreviated Name: T2D
Purpose: Base 2D game engine with editors

Torsion
Abbreviated Name: None
Purpose: Provide a visual IDE for editing and debugging TorqueScript

Platformer Starter Kit
Abbreviated Name: PSK
Purpose: Provide additional functionality to the base engine (T2D) that allows you rapidly create a game specific to the platformer genre.

Platformer Genre - Games like Mario, Contra, etc. Key mechanics include scrolling according to player location in the level, parallax, running, jumping (sometimes double jumping), interaction with platform objects (such as the ground, a ridge, a rope) and so on.

The PSK also adds great systems you would normally have to write from scratch: Sound Manager, state machine for controlling player states (running, idle, jumping, falling), and more. Does this help clarify a bit more?
#4
01/21/2011 (10:28 am)
PSK - Platform Starter Kit. That's a separate product, with some additional code, script and art resources that are aimed at creating a game of that particular genre. It's optional, but it can save you a great deal of time vs. writing that stuff yourself.
#5
01/21/2011 (10:34 am)
Becoming clearer all of the time. Thanks much!

And I'll certainly be wanting to use the PSK as I'm not ready for all of the 'writing'...

Next question. How does T2D and PSK work together? Do you open them at the same time? Do you open PSK and that 'pulls' from T2D?

#6
01/21/2011 (11:28 am)
@Mick - PSK is essentially a set of files that gets dropped onto your existing T2D installation. It contains source files (.cpp and .h), editor changes (.cs scripts that overwrite some of the T2D editors), a sample project (dropped into 'games' directory), and a resource set (collection of datablocks, scripts, and art) that you can use to create new projects from.

Once you install it, it is there permanently. Therefore it is recommended you either have a back up of the base installation or you utilize SVN for source control. In fact, use SVN no matter what. Do not do development without SVN.
#7
01/21/2011 (11:37 am)
I've downloaded PSK from your site and Can open the sample project in the games folder. But when I try to open the TGBGame application in the 2TD project folder I get an error (Failed to open "main.cs".)

But that's a whole other problem...

But is there first tutorial that can be used with the sample project in the games folder?

thanks!
#8
01/21/2011 (11:46 am)
You should probably familiarise yourself with how TGB itself works. The expected layout is TGBGame and the "common" and "game" folders in the same directory, along with the top-level "main.cs". If on a Mac, you may put all the data inside the Resources folder of the bundle.

The included documentation should have all you need to get started on trying it out.

There might be issues with the various subdomains here right now, but once things are working there are more tutorials over on TDN. Also try IRC (server: irc.maxgaming.net, channel #garagegames) for a quick fix of helpfulness.
#9
01/21/2011 (11:53 am)
TGB is the same as Torque2d (T2d)?
Will I need to re configure where the files are?

RIght now I have the PSK kit folder on my desktop (just moved it from my download folder) and the T2D went into my applications folder when installed it?

#10
01/21/2011 (2:01 pm)
TGB is called T2D now. It used to be called T2D in the before-time, too :)

Remember that there are two executables; one to launch a game with all the appropriate files in the right place, and one for the actual builder where you drag and drop objects into levels.