How to install Torque 2D with visual studio and..
by Panagiotis · in Torque 2D Beginner · 04/21/2013 (3:06 am) · 33 replies
Hello,
I am new here and I am interesting to use Torque 2D to create one rpg game.
I am looking to find some video clip or some complete tutorial series how someone compile Torque 2D engine with visual studio 2010 or 2012 express and complete documentation with functions and how to start.
I took a small tour in the website and the forums, also I search and in youtube too , but there are only Mac video clips.
Also is there any nice book which explains everything from how to compile to complete series of examples and source code. From complete beginners to experts.
And also how someone to find and other plugins and how to compile them too.
I am asking a lot, but there is not a clear way to start or where to start and the most tutorials are for Mac.
Thank you very much. :)
I am new here and I am interesting to use Torque 2D to create one rpg game.
I am looking to find some video clip or some complete tutorial series how someone compile Torque 2D engine with visual studio 2010 or 2012 express and complete documentation with functions and how to start.
I took a small tour in the website and the forums, also I search and in youtube too , but there are only Mac video clips.
Also is there any nice book which explains everything from how to compile to complete series of examples and source code. From complete beginners to experts.
And also how someone to find and other plugins and how to compile them too.
I am asking a lot, but there is not a clear way to start or where to start and the most tutorials are for Mac.
Thank you very much. :)
#22
The engine then loads all the script files contained in/Torque2D/modules/ and proceeds to scan all subdirectories for modules to add to the Sandbox.
Each 'toy' in the sandbox corresponds to one directory in /Torque2D/modules/. For example, the code specific to CollisionToy will be in /Torque2D/modules/CollisionToy/1/main.cs.
Knowing that, you can find all the required script code that creates and manages the toy and then play around with it as much as you want.
I strongly suggest reading through all the documentation on our wiki page. Having a thorough knowledge of how the module and asset systems work is necessary to fully understand the engine.
github.com/GarageGames/Torque2D/wiki
You are absolutely correct, you don't need to modify or compile the source code yourself in order to make a game. TorqueScript gives you complete control of the engine. Just edit the .cs file, restart the game and it runs the new script automatically.
Visual Studio Express is not necessary either but it is the easiest way to modify the .taml files using an XML Schema. Look for the 'Schemas' section in the following article :
www.garagegames.com/community/blogs/view/22230
Lastly, the 'Getting Started' videos are not meant to be Apple-specific, the knowledge they contain applies both to Mac and PC in 99% of cases.
www.youtube.com/user/Torque2D
04/21/2013 (6:15 pm)
It might help you also to know that the file 'main.cs' in the /Torque2D/ folder is your entry point to the Sandbox demo which ships with Torque2D.The engine then loads all the script files contained in/Torque2D/modules/ and proceeds to scan all subdirectories for modules to add to the Sandbox.
Each 'toy' in the sandbox corresponds to one directory in /Torque2D/modules/. For example, the code specific to CollisionToy will be in /Torque2D/modules/CollisionToy/1/main.cs.
Knowing that, you can find all the required script code that creates and manages the toy and then play around with it as much as you want.
I strongly suggest reading through all the documentation on our wiki page. Having a thorough knowledge of how the module and asset systems work is necessary to fully understand the engine.
github.com/GarageGames/Torque2D/wiki
Quote: So I don't need Visual Studio to create games with Torque , the Visual Studio needs only for compiling the engine and if you download the precompiled version you don't need even Visual Studio.
You are absolutely correct, you don't need to modify or compile the source code yourself in order to make a game. TorqueScript gives you complete control of the engine. Just edit the .cs file, restart the game and it runs the new script automatically.
Visual Studio Express is not necessary either but it is the easiest way to modify the .taml files using an XML Schema. Look for the 'Schemas' section in the following article :
www.garagegames.com/community/blogs/view/22230
Lastly, the 'Getting Started' videos are not meant to be Apple-specific, the knowledge they contain applies both to Mac and PC in 99% of cases.
www.youtube.com/user/Torque2D
#23
I'm going to add that, while you don't need Visual Studio to make a game with Torque 2D at some point you might want it to extend what the engine can do. While you can do anything that the engine can do using TorqueScript, you can't add any new functionality to the engine - like support for saving games in a SQL database, or reading a new image format, or adding support for a new sound format. Fortunately, you are a beginner and these things can be put off until later.
For now, I second Simon's advice - read all of the documentation you can find. You can't know "too much" about anything.
04/21/2013 (9:41 pm)
Yeah, Torque used the .cs extension long before C# existed. But since Microsoft decided that .cs was perfect for their C# files they just took it over.I'm going to add that, while you don't need Visual Studio to make a game with Torque 2D at some point you might want it to extend what the engine can do. While you can do anything that the engine can do using TorqueScript, you can't add any new functionality to the engine - like support for saving games in a SQL database, or reading a new image format, or adding support for a new sound format. Fortunately, you are a beginner and these things can be put off until later.
For now, I second Simon's advice - read all of the documentation you can find. You can't know "too much" about anything.
#24
I am confused again, what are these schema files?
04/22/2013 (2:50 am)
What do I need to do to start a new project with Torsion and create a hello word program?I am confused again, what are these schema files?
#25
1. Create a new folder. Add a module definition to that folder. As your scripts and artwork in that module. This is essentially where ou will write your game.
2. Module definitions, assets, levels, and saved objects can be saved in multiple formats. We currently support XML, JSON, and binary. While editing an XML file, you can point to an XML schema file. When your XML file is using a schema, and you are using a tool like Visual Studio or Notepad++, you will be prompted with suggestions, auto-completion, validation, and more. It's a helper feature that let's you quickly create the files I mentioned.
04/22/2013 (4:55 am)
@Panagiotis - Whether you are using a Mac or PC, creating a new project is the same. I showed how to do this in my Getting Started videos. The premise is simple:1. Create a new folder. Add a module definition to that folder. As your scripts and artwork in that module. This is essentially where ou will write your game.
2. Module definitions, assets, levels, and saved objects can be saved in multiple formats. We currently support XML, JSON, and binary. While editing an XML file, you can point to an XML schema file. When your XML file is using a schema, and you are using a tool like Visual Studio or Notepad++, you will be prompted with suggestions, auto-completion, validation, and more. It's a helper feature that let's you quickly create the files I mentioned.
#26
error LNK1123: failure during conversion to COFF: file invalid or corrupt
Anyone know what this might be?
09/16/2013 (11:44 am)
I attempted to compile using Visual Studio 2010, but got this error:error LNK1123: failure during conversion to COFF: file invalid or corrupt
Anyone know what this might be?
#27
More info in the link
stackoverflow.com/questions/10888391/error-link-fatal-error-lnk1123-failure-duri...
09/16/2013 (11:47 am)
Tristan that's a VS 2010 error that can be fix by downloading VS 2010 SP1More info in the link
stackoverflow.com/questions/10888391/error-link-fatal-error-lnk1123-failure-duri...
#28
09/16/2013 (11:52 am)
I never manage to do much things with Torque , there are not clear tutorials and help, not even documentation, so I lost my interest.
#29
09/16/2013 (11:57 am)
Thank you for the ridiculously fast response, DiegoGdVU. Trying that now.
#30
09/16/2013 (12:13 pm)
@Panagiotis - sorry to hear that. If you have the time to let us know what was wrong with the existing tutorials and reference guides on the wiki, we can certainly look to improve them. Writing good documents takes time though, so perhaps sometime in the future you would be willing to give T2D another try.
#31
Also I will need to purchase Torsion IDE first and then find some book.
One disadvantage, the videos was for mac. I was confused with these repositories and the mac examples.
Even now I am writing this post I went back to the wiki and to youtube channel I watched the first video and I was confused again.
Also Is very annoying to bother you, to bother you again and again here in the forums.
The forum is not obligated to answer to any stranger and any newbie appears and ask the same boring newbie questions.
The mac examples are confusing because PC people who don't have mac, don't know mac. don't have mac repository programs.
You need to create PC videos and tutorials how to install Torque 2D or 3D in windows and create easy step by step examples for complete beginners.
How to use PC repository programs, how to use IDEs for PC or how to use popular IDEs except Torsion. For example CODE:BLOCKS or VISUAL STUDIO or DEV-CPP.
And you are not obliged to create PC video tutorials because I demanded.
If I was started and used Torque now, these forums would been hammered with my infinity newbie questions and I would became very annoying very quickly.
And I believe people don't care to answer my silly questions too.
09/16/2013 (12:52 pm)
Thank you my friends, might some day I will take another try.Also I will need to purchase Torsion IDE first and then find some book.
One disadvantage, the videos was for mac. I was confused with these repositories and the mac examples.
Even now I am writing this post I went back to the wiki and to youtube channel I watched the first video and I was confused again.
Also Is very annoying to bother you, to bother you again and again here in the forums.
The forum is not obligated to answer to any stranger and any newbie appears and ask the same boring newbie questions.
The mac examples are confusing because PC people who don't have mac, don't know mac. don't have mac repository programs.
You need to create PC videos and tutorials how to install Torque 2D or 3D in windows and create easy step by step examples for complete beginners.
How to use PC repository programs, how to use IDEs for PC or how to use popular IDEs except Torsion. For example CODE:BLOCKS or VISUAL STUDIO or DEV-CPP.
And you are not obliged to create PC video tutorials because I demanded.
If I was started and used Torque now, these forums would been hammered with my infinity newbie questions and I would became very annoying very quickly.
And I believe people don't care to answer my silly questions too.
#32
If you want to use repositories, there is nothing about them that is specific to T2D; take any git tutorial online and you will be able to use the knowledge for T2D and for any other open-source software using repositories.
The forums are there for questions to be asked. Even if you feel the questions are basic, other new users will find it immensely helpful to find the answers because you have asked it first.
Bear in mind that the T2D steering committee will always be there to answer your questions.
09/16/2013 (1:30 pm)
@Panagiotis : You don't need to use the repositories to get the engine and start using it, you can find the precompiled versions here. Just click Download binaries.If you want to use repositories, there is nothing about them that is specific to T2D; take any git tutorial online and you will be able to use the knowledge for T2D and for any other open-source software using repositories.
The forums are there for questions to be asked. Even if you feel the questions are basic, other new users will find it immensely helpful to find the answers because you have asked it first.
Bear in mind that the T2D steering committee will always be there to answer your questions.
#33
Thank you for your kindness. But I am still confused and not much interested.
09/16/2013 (1:51 pm)
@Simon LoveThank you for your kindness. But I am still confused and not much interested.
Panagiotis
Hello,
It seems you gave better explanation about how things work.
I was installed C# here and the files are not C#
So you don't need to write C# or C++ code to create a game.
So I don't need Visual Studio to create games with Torque , the Visual Studio needs only for compiling the engine and if you download the precompiled version you don't need even Visual Studio.
Torsion is the Torque IDE and the commands are not C++ or C# commands but Torque Script and I don't need Visual Studio IDE.
So I need to find Torque script examples and tutorials....
Hmmm... Interesting...