Game Development Community

Unofficial Torque 2D F.A.Q.

by Matthew Langley · in Torque Game Builder · 03/03/2005 (10:11 am) · 45 replies

Just compiled some questions from the boards here into a F.A.Q. page...

Unofficial Torque 2D F.A.Q.

note: the FAQ is now onsite so ignore any past comments to the previous setup :)

About the author

Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.

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#1
03/03/2005 (11:06 am)
Very cool!
#2
03/03/2005 (11:40 am)
Very good idea for a resource. I already have it bookmarked so that I can point people to it for assistance. :)
#3
03/03/2005 (12:00 pm)
Awesome Matt - wish I had thought of it :P
#4
03/03/2005 (12:11 pm)
Thanks, I had just hit that problem with the movement part of the tutorial.

BTW, am I just blind or do these forums have no 'search'?
#5
03/03/2005 (12:14 pm)
Search is top right, need to change the drop down to forums.. look at "more" to.

Hope this helps some people, I'll try and keep this updated... btw if anyone makes any tutorials I'd be happy to host them
#6
03/03/2005 (12:49 pm)
@GarageGames staff

Should some of this be outside the private forums here?

@Matthew
Good job....
#7
03/03/2005 (12:49 pm)
I would be carefull about having code displayed in the public like that. The scripting interface to T2D is not open like the TGE interface is (IE all the T2D specific controls). This is the reason that when you release a game you will only release the compiled .dso files (main.cs in the root folder is an exception)
#8
03/03/2005 (2:22 pm)
Very true... one reason why I'm also asking if I should move it onsite somewhere... I think everything listed has been mentioned if not referenced in one of Josh's two plans, but some might not and obviously plan to keep it updated with more :)

I think I'll release this as a resource then I can go back and keep it updated

EDIT: of course I could always password restrict it and then post the password here so only people who can access this can access

though I still don't think it would be a problem because people host online files to their teams etc etc

EDIT: thanks... took a good couple of hours to combine it all together....
#9
03/03/2005 (2:45 pm)
Reading between the lines from GG we will probably get some kind of wiki ( or wiki like ) implementation soon on the GG site. That would probably be the best place to put this long term. Thanks for putting this together Matt, great job!
#10
03/03/2005 (6:35 pm)
Reported this over in the Bugs, but to compile under MacOS X you need to do a couple things first:

Doubleclick on Torque2D-MacCarb-Debug for the properties
Select 'Search Paths'
Delete the entry for '/Josh/Programming/engines/Torque2D/EA1/Release_1_0_Base/torque2d/branches/t2dea1/lib/vorbis/macosx'
Repeat for Torque2D-MacCarb-Release

Open Terminal, go to your T2D directory:
cd lib/vorbis/macosx
ranlib libogg.a libvorbis.a

Easily fixed, but just in case.
#11
03/03/2005 (7:04 pm)
Thanks :) it has been added... depending on whether Josh and Melv want me to do this (or maybe just use these questions and info for their own FAQs) I can link it to MySQL and keep this updated well (right now I'm doing it manualy through php/html =/
#12
03/04/2005 (4:35 pm)
Matt, the set-up you have for this right now is fine (w/ a password, off-site). It'd be better as a private resource, but actually I have to check whether you can edit private resources after they've been approved.

As David says too, we'll have a nice slick solution for exactly this type of thing "soon". :) You seem like an excellent choice as a section admin once that system is in place.

In general, this is *GREAT*. Thanks Matt! Please try submitting a resource w/ this stuff to, I'd like to test out the private resource editing thing, and then we can make sure it's protected here on the site.
#13
03/05/2005 (1:23 pm)
Ok, wanted to make sure I didn't violate anything, knew how touchy the new licensing is (though I like the way its set up)...
love the idea of the "nice slick solution" and would be more than happy to help in any way I can...


I'll try submiting it as a resource and see if I can edit it would be rest much more assured knowing its completely private to sdk owners
#14
03/05/2005 (2:07 pm)
Thanks for the FAQ.
Just one small thing: Could you add a valign="top" to the table cells? If I use the index I have to scroll up get to the start of the text ;)

And it actually answered quite a lot of the questions I collected while reading the examples.

Thanks!
#15
03/05/2005 (11:52 pm)
Matt thanks for submitting the resource on the site too. If it's cool with you, I think it'd be best to take the external page down then. And, if you don't mind, this'll probably make it's way into the official docs!
#16
03/06/2005 (6:31 pm)
Been removed... glad that only SDK owners can view it now :)
definately don't mind this going to official docs, will try and keep this updated as often as possible


btw to all this has moved to an onsite resource

Torque 2D Unofficial F.A.Q.
#17
03/07/2005 (2:33 am)
Matthew: You've been extremely helpful to the community and I'd just like to say thanks for taking the time to help others.

- Melv.
#18
03/07/2005 (6:08 am)
The least I could do for the amazing tool you and Josh brought into existence ! (as well as the others that assisted and tested for you during the process).
#19
03/10/2005 (9:01 am)
Could you please relink the original document? The new one doesn't have links to the questions and it seems that external links are missing as well.
Or could you make the original file available as a member download? That way one could have best of both worlds - private access and links.
#20
03/11/2005 (4:10 am)
Lennart: This may have been changed since you posted, anyhow, if you go to the unofficial faq page Torque 2D Faq there is a link at the top to the code, which brings up a html version of the faq, with links and all :)

Direct link
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