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Getting started guide
This guide will take you through the basics of Torque 2d MIT from obtaining the engine to distributing your work.
- This guide will NOT go over the specifics of working with the source code and the different compilers.
- This guide will NOT explain every possible use of each system.
- This guide will NOT explain how to publishing your game to the App store or on other software portals
For in-depth articles on each system, consult the project's wiki, which is constantly being updated by the Torque 2d MIT steering committee. You can find the wiki here : https://github.com/GarageGames/Torque2D/wiki
What you need
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A version of Git, which can be obtained from https://help.github.com/articles/set-up-git.
- Make sure you follow the instructions on this download page to properly setup your copy of git.
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If you are working on Windows, you can use Microsoft Visual Studio 2010 or 2012. The Express edition of Visual Studio is free to use and is more than enough for working with T2D.
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If you are working on Mac or wish to deploy your game to the IOS platform, you will need to obtain Xcode from https://developer.apple.com/technologies/tools/
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While TorqueScript can be edited with any Text Editor (Notepad++ comes to mind), we strongly suggest checking out Torsion http://www.garagegames.com/products/torsion If you are serious about developing with T2D or T3D, Torsion is the way to go! Give it a go, the trial version will last you 30 days.
*[I. Getting the repository](wiki/Getting Started/Getting-Started-Guide)
*[II. Compiling the engine]
*[III. Project Planning and Basic Preparations]
*[IV. Creating a new module]
*[V. Creating and using a SceneWindow]
*[VI. Creating and using a Scene]
*[VII. Creating and utilizing Assets]
*[VIII. Creating and manipulating SceneObjects]
*[IX. Creating and manipulating Sprites]
*[X. Handling Collisions]
*[XI. Packaging/deploying]
*[XII. Where do we go from here?]
*[XIII. Conclusion]