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Script or code?

by Chris · in Torque Game Builder · 03/10/2005 (11:31 am) · 14 replies

I can only seem to access the GUI editor in the Torque 2D demo. Is that intentional or am I doing something wrong?

For adding things like upgrades, equipment, learning new moves like in kung fu games, or gaining experience and learning skills like in RPGs, would I be doing mostly scripting or would I need to get into the code?

Also, I didn't see a sprite animation editor in the list of features so I was wondering if there is one, or if sprite animations are done though scripting or coding?

Thanks.

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#1
03/10/2005 (11:51 am)
The demo is just that, a demo. It's not designed for you to develop code. You need to purchase the SDK.

By "code" you mean C++ right?

We're at EA, we've haven't got lots of tools yet. We've got a particle editor and a tile-map editor. We'll be working on the official toolset as we move forward.

You'll develop most of your code in scripts and will not need to use C++ most of the time.

You also do not need a compiler for the SDK as it comes prebuilt.

- Melv.
#2
03/10/2005 (1:13 pm)
Yes, I understand that it's a demo. Rather, not a demo of the program, but a demo of what the program can do. I only asked because in the Torque demo, you can play with the world editor and things, so I was just making sure I wasn't missing anything with this one. Not trying to get something for free.

And yeah, with code I meant C++. I think I meant to say programming, but I should have just said C++. Sorry about that one. You say that scripting can handle all the things I mentioned? That's good news. I am eager to get my hands on this and may go for the EA. I'm sure learning the script and making maps would keep me busy until the rest of the toolset is done.

Thanks for the quick reply.
#3
03/10/2005 (1:18 pm)
Not a problem Chris.

As you mentionm there's plenty to be had without all the tools. I wish I wasn't so busy doing T2D, then I could get on with my own 2D game ideas. :)

T2D is coming along nicely and we're working towards an update pretty soon that all EA people get.

- Melv.
#4
03/22/2005 (9:58 am)
We don't need a compiler to use Torque 2D? The product page lists it as a requirement.
#5
03/22/2005 (11:57 am)
You need a C++ compiler to build the engine but we don't mention that we do supply a pre-built executable with the SDK for people who don't want to do any changes to the C++ code initially.

- Melv.
#6
03/22/2005 (5:17 pm)
Buying the early adopters release allows you to get all future updates to torque 2d, right?
#7
03/22/2005 (5:43 pm)
@Jacob: Yes.
#8
03/23/2005 (5:56 am)
@Melv:

Sorry, I'm being dense about this. But in short if I didn't get some C++ compiler running with T2D this weekend, this means I could still pull up the SDK and give it a whirl? Until I need to talk to the C++ code? How likely would that be? Is the side scroller demo all TorqueScript within the SDK?
#9
03/23/2005 (6:24 am)
The sidescroller is all TorqueScript. You should be fine with just editing scripts for at least the first couple of days, I've been working on a sidescrolling multiplayer shoot-em 'up for two weeks now, and I haven't found a reason to even open the c++ project yet.
#10
03/23/2005 (7:08 am)
Stefan is right... in fact you can very easily complete a majority of games without touching the c++ :)
#11
03/23/2005 (7:14 am)
Thanks guys! Looks like I'll pick it up before Saturday then.
#12
03/23/2005 (7:20 am)
At the moment, we're targetting doing everything in script. The C++ functions are also named exactly the same as the script calls in nearly all cases so it should be fairly easy to do work in C++ as well.

You absolutely don't need a compiler unless you want to make C++ changes. :)

All the demos are done exclusively in script with no custom C++ work.

- Melv.
#13
03/23/2005 (7:31 am)
Melv isn't exagerating when he says they are named exactly the same as the script functions and that it would be fairly easy to do work in C++...

It is ridiculously easy tracking back the script calls to the C++... lol I definately don't miss the hours it would normally take if it weren't...

btw, can't stress how powerful TorqueScript really is... T2D inherits the TorqueScript language from Torque itself, it has had a lot of time to mature and become extremely useful... you really don't need to change the source to put out a game :)
#14
03/23/2005 (7:45 am)
Ya don't have to convince me there - I've got a decent amount of UnrealScript under my belt, so I'm familiar with how useful a scripted language running on top of C++ can be :)

This is great news, though, since I'd be much more willing to waste a couple of afternoons getting a compiler/IDE running if I have existing code I'm already invested in. C++ is probably inevitable for me as a) It's one of the reasons I want to try more indie progamming, to re-acquaint myself with a more "common" language and b) I'm interested in doing some interaction with music files that I imagine will require it.

Again, thanks. Definately sounds like I'll be around to harass once I get a chance to take a swing at this.