Game Development Community

Toque 2D to Torque 2D iPhone

by Eros Carvalho · in iTorque 2D · 09/25/2009 (5:37 pm) · 9 replies

Hi All.

I'm porting to iPhone one game developed using Torque 2D to PC.

This use one older version of the Torque 2D so don't use TGB, all assets are loaded and configured using CS script.

I need know:

Is possible convert this project to a TGB project easily?
Is possible do one game on iTGB without use the editor to configure scenes?
The licence to Torque 2D iPhone, I will receive the source code? because the developer to original version of my game, changed several points inside the torque codes.

Thanks in Advance
Eros

#1
09/25/2009 (6:20 pm)
Moved to the proper forum.

iT2D is based on TGB 1.7.4, so you will most likely have to do some significant porting to your project to get it up-to-date with the changes to the core engine. If you are moving it from 1.5 or 1.6, you will have a much easier time than if you were using 1.1.3.

EDIT:
Yes, the source code to the engine is included with iT2D.
#2
09/25/2009 (6:25 pm)
Hi David.

How to I discover what is my version?

Thanks
Eros
#3
09/25/2009 (6:59 pm)
Sorry, another question.

Can I use the iT2D without game builder editor?

iT2D is the same iTGB?

Thanks
Eros
#4
09/26/2009 (1:57 am)
We haven't touched the Game Builder at all ourselves. Floating point coordinates equal badness! :)
#5
09/27/2009 (2:55 pm)
I can tell you this. I'm an experienced TGB user and porting my game from 1.7.4 to iTGB took 1 - 2 days. I took 1 day to fully get my head around iTGB and 1 day to move over the game.

It actually took only two minutes to get the shell going by just recompiling my DSOs and dumping them onto the phone. If you need any help I'll gladly lend a hand.
#6
09/27/2009 (10:44 pm)
Hi Rob.

I will work more than you :), the original source is using on old version of torque 2D to pc (The original developer spoke anything as 1.0.2), I see some changes, for example the game use another structure to define the data blocks, My plan is run the game on TGB on windows before start port to iTGB.

Do you know, how to I can debug TorqueScript on my mac?

Thanks
Eros
#7
09/28/2009 (6:15 pm)
Hi All

Today during the port I found the follow structure:

datablock tgAnimatedSceneObjectDatablock2D( splashAnimConfig ) 
				{ 
					script = "game/client/datablocks/ms_anim.tqa"; 
				};

Is there equivalent on TGB?

Thanks
Eros
#8
09/28/2009 (8:14 pm)
That is a self developped class so without you porting that too, the answer is no
#9
09/29/2009 (12:07 am)
K, Thanks Marc

One more question :)

I'm finally have the game "running", I will have a long progress to complete it :)

All game art are on gif and jpg files, using
"mask" to alpha channel.

Quote: Non-palletized 24-bit images can get their alpha-layer automatically loaded from a separate ".jpg" file if it is alongside the specified one and it contains a suffix of ".alpha.jpg"

I need know if this are working on last version of game builder, and if this work on iTGB.

Thanks in Advance
Eros