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Torque 2D Getting Started Video Series

by Michael Perry · in Torque 2D Beginner · 02/12/2013 (10:14 am) · 39 replies

Hey everyone. In an effort help newcomers out, I quickly whipped together a simple getting started video series for Torque 2D. It's mostly unscripted, with zero post-production. In other words, they are rough videos, but hopefully the content is useful to everyone:

Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7

If you find simple mistakes or have constructive feedback on the videos in general, please feel to reply directly to this thread with your comments. If you have a more complex reply or a problem that is code specific, create a new thread detailing the problem. Then reply to this thread with a link to your post.
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#21
02/18/2013 (9:15 am)
Good job on the videos. For beginners, like me, they are a lot of help, the way you explained how to do things, why, and how they work with each other. Thank you.
#22
02/18/2013 (9:17 am)
@Gene and Juanicus - You are both welcome. I'm glad they are helpful.
#23
02/19/2013 (3:14 am)
@Chase: Just to let you know that you also don't need to zip-up the whole repository if you're just showing a single module. Just zip-up the module in question.

Quote:How would I turn on the information echo for the asset system?
So did you look in the root "main.cs" file as I suggested? Did you see the line:
// Set asset database information echo.
AssetDatabase.EchoInfo = false;
Set it to true. There's one for the asset system and one for the module system.
#24
02/19/2013 (4:16 am)
@Michael: Thanks! Sorry I didn't see the response before I posted - I started writing the post but had to wait for the Dropbox to finish uploading before posting, so I must have just missed your response :) The missing "d" in DeclaredAssets fixed it! :D Huzzah!

@Melv: Thank you very much for showing me the line. I tried it out before doing Michael's fix and it put out an error message that showed exactly what the problem was. I'll be sure to use that in the future for sure :) Also, good tip on the module thing. Up until now I've been 99% in web coding, and since that's always live I wasn't sure the best way to share my work.

My issue is fixed now, and I shall finish off the tutorials! I'll be sure to do this in new threads in the future :)
#25
02/19/2013 (4:51 am)
Glad it's working. :)
#26
03/30/2013 (4:09 am)
Request for a new video: All about colors. The different ways to use them, the ColorF and ColorI differences, everything :P
#27
03/31/2013 (6:07 am)
@Chase - it might take a while for such a video to get made. :) In the meantime some help: www.rapidtables.com/web/color/RGB_Color.htm

ColorF = RGBA values defined from 0.0 to 1.0 (F stands for floating point)
ColorI = RGBA values defined from 0 to 255 (I stands for integer)

I had a color blending thread recently, should still be on the first page. If you have any specific questions, I can help if you post there or in a new thread.
#28
06/17/2013 (6:31 pm)
I'm having a lot of difficulties getting this to work for iOS. You don't get a compiled engine because of the way iOS works so how are you supposed to work with it? I spent almost all day working on this to no avail if someone could help me out =/
#29
06/18/2013 (5:55 am)
@Kirsten - The steps are simple.

1. Open Torque2D/engine/compilers/Xcode_iOS/Torque2D.xcodeproj
2. Build
3. Run (with your device connected)

That's all that you need to do. What problems are you running into?
#30
06/29/2013 (3:33 am)
Hi to everybody and thanks for these video tutorials, I've found them very useful! :)
I've just one question: I'm running Torque on Windows, and when I wrote the scripts on VisualStudio2012, I got the error message:


A namespace cannot directly contain members such as fields or methods

Anyway, everything worked perfectly, I just wanted to know why I got that message...
#31
07/07/2013 (9:50 pm)
Great work Michael i follow along with your tutorials very easily i have a request for you and if it has already been done please just point a lost soul in the right direction i would like to see a tutorial on text, including message boxs, scores, menues etc, for example how could i get the text "world 1" to appear at the top of my level, also is there going to be a level editor available in the next version release, and what about the adventure kit can we expect one
#32
07/08/2013 (6:03 am)
@Francesco - You'll need to post the code so we can see it. Based on the error message, you are trying to compile TorqueScript as a C# file in Visual Studio. TorqueScript files exist outside of the Visual Studio and Xcode solutions.
#33
07/08/2013 (6:06 am)
@hbomega - Glad you found the tutorials useful.

Quote:i would like to see a tutorial on text, including message boxs, scores, menues etc
Noted. Anyone else want this tutorial? The higher the demand, the greater the chances of me changing the the priority.

Quote:also is there going to be a level editor available in the next version release
Not in the next release. You can read about the 3.0 release here.

Quote:what about the adventure kit can we expect one
Updating kits to Torque 2D 2.0 or 3.0 is up to the original developers. You'd have to contact Sickhead Games about the Adventure Kit.
#34
07/08/2013 (9:37 pm)
I would certainly watch and benefit from a text rendering demo.
#35
07/12/2013 (12:46 am)
Text rendering demo is most welcome.
#36
07/17/2013 (5:21 am)
I have figures out text alone from the text toy, but the above sounds like GUI stuff, in which I also vote for a tutorial. There is nothing to start people off on GUI editing as far as I can tell.
#37
07/17/2013 (11:25 am)
I've put together a rough draft of the ImageFont reference doc. Obviously that only helps you display text with a bitmap font.

I think most people would agree that a more detailed tutorial (either written or video) going over the GUI system would be helpful. I guess it's all a matter of priority, should 3.0 be delayed for this? I would be a bit torn if I had to make that choice. For now the best we can do is reverse engineer the Sandbox GUI (which I've done for one of my modules). Or provide examples of how GUI elements can be made from SceneObjects (sorry, can't help myself, I prefer that path).
#38
07/18/2013 (11:46 pm)
Honestly, I would have liked to see the wiki documentation a LOT more finished before we see large engine changes.
#39
02/05/2017 (11:10 am)
Finally went through these videos. This helped me get a good grounding on T2D toys. Thanks
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