Torque2D on Patreon

2D version of the Torque engine.
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18 posts Page 2 of 2
marauder2k9
Posts: 217
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Dec 17, 2018 6:15 pm
is there anywhere i can see the list of things you have come up with that need to be done/are working on ? I mean i think that would be the first thing that needs to be done.

The steering committee on the 3d end is constantly putting out updates on what is being added, what important ideas are coming through. I dont think ive ever seen the same thing for torque2d anywhere. More activity on the forums would be the best place to start if people knew what is planned they may take more interest and might be able to input better, at the moment it seems as though torque2d has cut itself off if you know what i mean? first and foremost an editor is definitely needed to speed up development and make things alot easier, maybe just a simple editor for positioning objects to start off with would really help things then after that is done work on implementing different features to the editor. i can code and keep things up to date on ios and windows end probably macos too but linux is something i dont know to well about what is needed in its end and ive only started to work with android so a noobie at that too
greenfire27
Posts: 31
Joined: Tue Nov 03, 2015 8:18 pm
 
by greenfire27 » Mon Dec 17, 2018 8:11 pm
There isn't a published list, but that's mostly because it would start with "Editors" and nobody would care about anything that came after that. Having said that, there is a bunch of non-editor ideas that I hope to put into the engine at some point. I won't give you a list right here for time sake.

As far as the editors go, I've started small. I'm currently working on asset management. I appreciate the offer to jump in. Since we're about a week away from Christmas now's probably not a great time, but I be happy to touch base again in two weeks. Maybe we can get some traction.
marauder2k9
Posts: 217
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue Dec 18, 2018 12:12 am
no problem, for the time being ill work with 3.4 and see what i can change/add see what pull requests i can add that will add certain functions and such
greenfire27
Posts: 31
Joined: Tue Nov 03, 2015 8:18 pm
 
by greenfire27 » Sat Jan 05, 2019 7:01 pm
Hi Marauder! Have you had a chance to look at the code for t2d any?
XIXWYRMEXIX
Posts: 17
Joined: Sat Mar 07, 2015 3:13 pm
by XIXWYRMEXIX » Sun Jan 06, 2019 8:14 pm
I know nothing about the history of torque 2d, why is there no editor? looks like the previous non MIT versions had one. What happened?
greenfire27
Posts: 31
Joined: Tue Nov 03, 2015 8:18 pm
 
by greenfire27 » Mon Jan 07, 2019 10:55 pm
The MIT version came from the iOS version of the engine which was too different for the old editors to work. Also, I think there might have been some legal reason that they couldn't make the old editors open source.
XIXWYRMEXIX
Posts: 17
Joined: Sat Mar 07, 2015 3:13 pm
by XIXWYRMEXIX » Tue Jan 08, 2019 12:32 am
OK that makes sense. I am guessing it is legal reasons. If it was not there would be no reason to not release them, incompatibilities not withstanding.

I plan on using Torque2D, so looked deeper into it recently. Ha ha, it was a bit disconcerting to realize there were no editors. I did a couple tutorials, went off fine and rather quickly. I am still familiarizing myself with how things are done and how things are structured. It looks like a nice clean little engine, I am having fun with it. Making a small demo game now to learn more.

Thanks for the work put into T2D.
greenfire27
Posts: 31
Joined: Tue Nov 03, 2015 8:18 pm
 
by greenfire27 » Tue Jan 08, 2019 3:35 pm
I'm glad to hear that you're using it. If you have questions you know where to find me.
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