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2.0 or 1.8???

by Anthony Blodgett · in Torque 2D Beginner · 06/20/2013 (9:06 am) · 2 replies

Hello all, my friend and I have a great idea for a game, we are finally gearing up to work on it, and I have been poking around torque 2.0 a bit. I have a semesters experience programming in python and little experience with c++ (I can read it and know what is happening, but I cant write fluently). My friend knows nothing, but he gives excellent feedback, and will be learning off me whatever he can.

Looking to make a 2d game - VERY large map with an overhead view, real time movement with VATS (fallout 3) style fight sequence - text based combat recap similar to dwarf fortress.

I worked a little bit in python with the pygame libraries, I am stepping away from that looking to use a C++ based engine for the speed benefits.

What are my limitations as far as this software goes considering my background? Is there a map size limit without advanced programming knowledge? Is the paid version (1.8) something I should consider? How hard is learning TorqueScript? What are the distribution limitations between licensing for 2.0 and 1.8 as far as my games go?

I don't mind spending the money, but I do want it to be well spent.

Thanks for the feedback
- Tony

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#1
06/20/2013 (9:55 am)
Hi Tony, welcome to the T2D forums.

The question of 1.8 vs 2.0 can probably be summed up like this:

Can you make a game with version 1.8? Yes.
Should you make a game with version 1.8? No.

If you are interested in having large maps, the sprite batching in 2.0 is going to give you a massive performance increase over 1.8. There's tons of other improvements and obviously all active development, bug fixes, new features are happening to the engine base of 2.0.

With the MIT license of 2.0, there are no distribution limitations. You can give your game and source code away, charge money for it, or do whatever else you think up with the engine.

I'm sure others can chime in as well with their opinions and help answer your questions.
#2
06/20/2013 (9:59 am)
@Mike : You're fast.

@Anthony : What Mike said pretty much sums up the following but I'll post it anyways so you can have more details if needed.

TorqueScript

How fast can you learn Torquescript is pretty hard to define, based on your skill. I suggest checking out the Overview to see if you like it!

If you're familiar with Python, it shouldn't be a challenge to quickly master TorqueScript.

TGB - 1.8

Torque Game Builder will receive no further support and you have to buy either Torque2d or iTorque2d depending on your platform of choice.

The main advantage of TGB (for now) is that it features editors for particle effects, level building, and a GUI editor. As of today, T2D MIT (2.0...soon to be 3.0!)does not have built-in editors.

The main advantage of T2D MIT is the fact that it is open-source and since it's been released 4 months ago, is growing daily with new features. It is also free to distribute, modify, make commercial products with and is multi-platform (PC, MAC and iOS, with Android support coming in the next few months.)

For large-scale 2d games, T2D features Sprite Batching, making it much much faster than TGB (1.8), features a fully implemented version of the Box2D physics system and has a really powerful Asset system and modular design.

The main issue you will have is to create your content-creation pipeline. Without dedicated editors, it can feel daunting at first.