Game Development Community

Deciding whether to use T2D

by Robert Lohaus · in Torque 2D Beginner · 11/07/2013 (1:56 am) · 12 replies

I have created a sample project, gone through several tutorials, and I am feeling pretty comfortable with the idea of using T2D for my projects. A couple of issues are starting to generate doubts, though.

First, there is no documentation or even information provided about the GUI controls. I can look at the script files, taml files, and source files, but figuring out how it works is going to be a huge chore. Even a short summary about how everything fits together would be hugely helpful.

Second, I understand the network functionality is limited. Is what functionality the engine has accessible through the scripting language without making direct C++ calls? I just don't want to think about getting into the guts of the engine right off the bat. There is no documentation on this either, at least on the wiki.

Unity is working on integrating 2D development into their engine, which also looks attractive. With the lack of documentation on key features, I am having doubts about using T2D. I think it has lots nice features, but I simply don't want to rely on the forums to answer every little question I have about undocumented features.

Am I being too much glass-half-empty here?


#1
11/07/2013 (5:01 am)
Quote:First, there is no documentation or even information provided about the GUI controls.
Correct. You can cobble together a lot of information from the legacy engine documentation, since the GUI system is relatively the same across all the engines. T2D MIT has a few extra controls, such as GUISpriteControl, that are new. I believe a couple of people are working on docs for the GUI system, but I'm not sure how far they've gotten. Being a community driven engine, it's ultimately up to someone to dedicate time to writing the docs.

Quote:Is what functionality the engine has accessible through the scripting language without making direct C++ calls?
I guess this depends on which platform you are talking about. iOS has turn-based networking built in via GameKit. Windows, OS X, and Android are missing that basic functionality. However, someone has released or will soon release turn-based networking for the desktop platforms. Without their contribution, you will have to dive into C++ to add the networking functionality that was removed for T2D MIT.

As for half-glass-empty, that depends on who you are talking to. What you do not want to fall into is the "grass is greener" state of mind. Every engine is going to have bugs, limitations, and missing docs of some kind. Unity is a great engine, but I do not know enough about their future 2D tools to form an opinion. Ultimately you pick the tools that best suit your current project, which only you can decide.
#2
11/07/2013 (4:18 pm)
Thanks for the reply. Ill look into the legacy engine documentation. Perhaps I will contribute to the GUI control information as I learn.

By the time I get around to network coding I suppose I will be familiar enough with everything to make source additions to the engine.

I like the engine and Torque Script, which is very similar to C++ without all the hassle.
#3
11/07/2013 (10:37 pm)
Hey - everyone forgets that in the documentation under GUI Editor > Tutorials there is a set of exercises to familiarize you with the GUI controls. Just because it's for T3D doesn't mean the information is irrelevant. And it might actually help to use the T3D GUI editor and see what the GUI file output is - most of the TAML fields are the same in T2D for the GUI objects.

Admittedly, it is hardly comprehensive and there are tricks to using the <x>Sizing parameters to get automatic resizing/adjustment to work correctly but it's better than nothing.

On another note, I have almost got the T2D GUI Editor ported to work in MIT - just some console errors to clean up, and some tweaking to the Editor GUI profiles.
#4
11/08/2013 (3:08 am)
Wow, talk about just randomly dropping a bombshell - having a useable GUI editor for MIT is pretty awesome news.

Is it setup as a module that anyone can just drop into their existing projects and use in-game?
#5
11/08/2013 (12:08 pm)
Its a collection of modules at the moment, I'm cleaning it up and getting it to correctly handle the new GUI elements/assets.
#6
11/08/2013 (2:39 pm)
A GUI Editor would be very helpful.

At the same time, a simple tutorial from a knowledgeable user would be hugely helpful. Just take one control and write a summary of what the important fields do. Couple that with an overview of the system and you would have a good starting point.

I just wrote my own GUI in C++, so I sort of know what things to look for. I am just going to dive into the sandbox and figure it out.
#7
11/08/2013 (2:59 pm)
Perhaps, as I attempt to learn, I could start a new thread with my questions as they arise. T2D veterans could then contribute and maybe by the end of the process we could have some sort of a rough information base for new users.

Good idea?
#8
11/08/2013 (3:15 pm)
Very good idea. If you do so, I'll sticky the thread Robert. I will also help with moderating the thread so that question and answers are linked together, making it easy for people to quickly find what they are looking for.
#9
11/08/2013 (4:56 pm)
Cool!
#10
11/21/2013 (4:15 am)
"On another note, I have almost got the T2D GUI Editor ported to work in MIT - just some console errors to clean up, and some tweaking to the Editor GUI profiles."

that's an encouraging news.
it also can be used for the base of the level editor.
keep it up.
any release date or a push on github?
#11
11/21/2013 (6:47 am)
Naw, the Real World is continually intruding on my personal projects. I'm pushing to learn SharpSVN for a project at work and that leaves me little spare time, but I hope to be able to get back to this before the end of the month. Once I can put some time toward it I guess it'd only be another week or two - maybe by sometime in Jan? I'll try....
#12
11/21/2013 (7:05 am)
i am planning to get rid of profile from gui system.
i was able to work only 1 week on that.
success was not bad.but pursuit for livelihood also made me push back.

" just some console errors to clean up, and some tweaking to the Editor GUI profiles."

if that is so and if u do a git push then may be i can help some.
i have 15-20 days before going back to duty.