Game Development Community

A couple of questions

by Taylor Ringo · in Torque 2D Beginner · 02/06/2013 (11:20 pm) · 31 replies

Hi everyone, I just downloaded the Torque 2D MIT repository, how do I set it up with? I saw that I needed Visual Studio, I have Express 2012. Can I use that? Also are there any XMAL(or TAML) Editors I can use to design GUI and Level Design?

About the author

It all started in the 9th grade when i was going to use Platfrom studio, then Game maker, then Xna now I'm with Torque2D

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#21
02/08/2013 (7:54 am)
Yeah, trace has been around forever. But the performance hit and the HUGE log file make it sort of a last resort for me personally....
#22
02/08/2013 (9:08 am)
Are there any executable command-Line parameters to get a debug console just like torque3d has with -console ?
#23
02/08/2013 (11:36 am)
@Richard
You're just saying that because I traced your AI scripts with a ton of AI on the screen duking it out! :)
#24
02/08/2013 (2:25 pm)
The console was a gui, and was bound to show/hide using a keybind. It is probably not available at the moment, but the console.log file is still available to help you with debugging.

@Dave
Yeah, some of that, but seriously, all of that dumping to the log file takes time too.... lol
#25
02/08/2013 (3:00 pm)
The console is available. In the sandbox, we have a button that is always visible when you aren't viewing the toolbox. Also, ctrl+~ works to show it.
#26
02/08/2013 (5:45 pm)
Most excellent! Thanks Mich!
#27
04/16/2013 (6:59 am)
Putting this in the main.cs alongside with the .exe it will give you a external debug console.

enableWinConsole(1);
#28
04/16/2013 (7:40 am)
@Micheal
I wonder how long ot will take before the editor comes out?
i have studied both 1.8 and 2.0
i can wait and dig more on the 2.0 version
but if i am in a hurry ,i just want to know the approximately time
#29
04/16/2013 (8:02 am)
@Trancy Lou - I don't have an ETA yet. I'm still in research and design mode.
#30
04/16/2013 (9:14 pm)
well from what I see the editor could be made by someone in the community. As everything is open source it is mainly just reading in plaintext certain files and writing to them. Giving options instead of actual writing.

i.e. creating a module would give a list of all of the attributes and possibilities for each or a textbox for open ended attributes. Saving the module to a taml in the right place.

Only real reason I look forward to an editor is to work with all the fields and attributes that I just don't know anything either because a tutorial hasn't went over them specifically or the name is unknown to me on its usage.

Other than that I look forward to the wiki being updated more so. I love the engine already. GJ guys.
#31
04/17/2013 (4:54 am)
@Draco - I talk about the editor work in this blog. In my latest blog, New Tutorials and Features, I posted a link to a new video tutorial series. In those videos, I show how you can find out all the attributes for an object using a decent XML editor and the Torque 2D schema.
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