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History / Project Manager Guide

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  • 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

    @greenfire27 greenfire27 committed Aug 19, 2026
  • 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

    @greenfire27 greenfire27 committed Aug 18, 2026