Getting Started: the game is called Coin Collector
It got called that out loud often enough that the name stuck, and it is the better
name. Renaming now costs a pass over one page; renaming after the URL has been
shared costs more.
Every screenshot showing the old name was retaken rather than edited: the New
Project dialog, both asset dialogs, the Gui Editor, the running game and the title
screen. The others were retaken too, because the project they photograph was
rebuilt under the new name and there is no sense keeping pictures of a project that
no longer exists.
Two things improved on the way through.
The project Title is now "Coin Collector" WITH the space, where the folder is
CoinCollector and the module is CoinCollectorGame. Three names, three shapes, and
the dialog derives the last from the first by dropping the space -- which is
exactly what "Why two names" was trying to explain with two examples that looked
identical. The section is now about three names and the screenshot shows all of
them at once.
Step 12 gained a real title screen. It no longer reuses the level background: the
reader draws a picture with the game's name in it, because a title screen is the
one place a game says what it is called and no engine text tool will beat a drawing
program at a logo. It also now teaches the cover trick -- art LARGER than the
screen, sizing set to fill, ClampImage off -- so a background stays covered when
the window is resized instead of letterboxing. And it warns that the Gui Editor's
canvas is the editor's shape rather than the game's, so a full-bleed background
looks letterboxed while you are editing it and correct when you run it. That one
would otherwise read as a mistake the reader had made.
Also renamed in Asset-Manager-Editor-Guide and Project-Manager-Guide, which both
used the old name as their worked example.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014Xh3XULt9PtdCtsaYHGnYE
docs: document the three editors 4.0 actually ships
The README calls the editors the major change with 4.0. Until now the wiki
documented one of them. Someone opening Torque2D met a Project Manager, an
Asset Manager and a console with nothing written about any of them.
Project Manager Guide. What a project is, the New Project form field by
field, and the Game and Library panels. Most of its weight goes on two
things a person will otherwise learn by breaking something: Module Name,
which becomes the folder, the ModuleId, the namespace the engine calls
create on, and the front half of every asset id; and renaming, which has to
rewrite the module's own source for exactly that reason. Editing module.taml
in a text editor leaves a module that loads, reports its new name everywhere
the UI looks, and silently never runs.
Asset Manager Editor Guide. Finding, making and editing the five kinds of
asset, with the Saving section placed before any of the per-kind material
because it is the part that loses work. The particle section says why that
editor exists at all: the same effect built by typing time and value pairs
into a taml file is close to impossible to get right, because you cannot see
what you are doing.
Console Guide, replacing a page that had read "Coming Soon!" since 2016.
This is the tool that replaces a debugger, so it leads with inspecting a
running game. Two behaviors that make the console unlike a script file and
cannot be guessed: it adds the parentheses when what you type has no
brackets, spaces or braces, so typing a function name runs it, and it adds
the semicolon. dump() gets the emphasis it deserves -- when a sprite will
not appear, it tells you what the engine actually believes about it.
It also documents two features that were compiled in, started at boot, and
written down nowhere: telnetSetParameters opens a remote console with
separate read and write passwords, and dbgSetParameters opens a remote
script debugger.
That last one corrects Torquescript-overview, which this branch had it say
there is no debugger for TorqueScript in 4.0. There is one; what it lacks is
a client, since the IDE that provided one is gone. The claim was made from
the absence of a usable debugger rather than from looking for one.
Also fixes a dangling anchor in TextSprite-Guide, found by teaching the link
checker to follow cross-page anchors.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014Xh3XULt9PtdCtsaYHGnYE