HanClinto![]() Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
At the CGDC, Ben Garney gave a presentation on how to do rapid game development with Torque Game Builder. I missed the lecture, but I heard it was pretty cool. I've used Torque Game Builder (also known as Torque 2D), and it looks like it is a good option for creation 2D games. It's very powerful, and, like all Torque products, is cross-platform for Linux/Mac/Windows. Noticed today that it's coming out of beta on June 7th. Thought y'all might like to know. The only question for me now is if I should buy it now (when I may not need it) or wait 'till later and the price is higher but I may want to use it for a project. Cheers! --clint |
CobraA1![]() Member Posts: 926 From: MN Registered: 02-19-2001 |
Very nice - but isn't that essentially a 2D tool? Why is it going to be priced the same as their 3D tools? ------------------ |
steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
It is a very advanced 2D game creation tool. It comes with a nice gui interface for designing levels, setting up animations, and setting up particle systems. It has a simple scripting system for controlling game play and so forth. The animation is hardware accelerated and quite advanced with things like rotation and alpha blending built in and as simple as a few mouse clicks. Given some 2D artwork, which I believe the engine comes with, you can create a cross-platform 2D game in not much time. It reminds me a bit of flash, but much faster and better oriented for games. Basically, it's the ultimate 2D game creation tool. It could be useful for demoing different ideas and concepts for games rapidly. It's not like a 2D limited version of regular Torque. It was designed expressly for 2D games and has many features along those lines that are not available in Torque. According to one of the guys from Garage Games, certain features, like the gui particle system editor, are so useful that they will eventually be added to the regular Torque engine. Lots of people have the regular Torque engine, but how many people actually make full games with it? It takes a decently sized team to make a fun 3D game--even with Torque. I'm quite convinced that one or two people (you still need an artist) could make a fun game with Torque 2D. It's a slick tool, really, and well worth the price, from what I've seen. Hopefully that explains why its priced similarly to Garage Games' 3D products. ------------------ [This message has been edited by steveth45 (edited June 03, 2006).] |
Jari![]() Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
It's probably a powerful engine but considering that it's only 2D capable I have to ask is it worth the money? I have TGE my self and even TGB has all the great parts from TGE (networking, GUI, scripting) I still don't think it's worth it but rather look for open source engines or write one my self when it comes to 2D games. At least it saves a lot of time to use it. Edit: How would you compare TGB to game maker? I know game makes does not have networking and GUI but it's also quite good rapid development. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) [This message has been edited by jari (edited June 03, 2006).] |
SSquared![]() Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
What exactly is the source version? Does this just let you change the underlying engine and script code? Or does it let you integrate your own C++ code through an API set? In other words, are you still stuck with the scripting language when it comes to implementing the game or can you use some of your own C++ code for dialogs and other code? |
Jari![]() Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: You get the engine's source code so you can do anything with c++, there are no limitations. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
SSquared![]() Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
All this talk has caused me to look at TGB and also give Game Maker a second look. My background is in GUI, application, client/server development, not games. So my knowledge of this stuff is fairly limited. $100 for the non-source TGB seems like a good price. I had a blast looking through the Game Maker pages, playing some examples, and looking at sprites, terrains, etc. [This message has been edited by ssquared (edited June 03, 2006).] |
kevryan Member Posts: 37 From: Shaver Lake, CA Registered: 07-20-2001 |
TGB makes it very easy to get game prototypes up and running very quickly - like a day to create a playable prototype. I was able to complete a game with it in just a few months. Started with a prototype around the end of November, experimented with different ideas through December/January, and then getting down to work and got it finished, tested and shipping in the first part of May. The development team was just me and an artist that started work in Feburary. (adding: and a Mac guy to compile for the Mac and a musician to create three songs themed to the game) ------------------ [This message has been edited by kevryan (edited June 06, 2006).] |
HanClinto![]() Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Cool, just finished processing my order to buy my license to Torque Game Builder. It's a tool that I've had some familiarity with, and while I don't have any specific project that I want to use it with at the moment, it's something that I would like to have around in my arsenal. From what I've seen and heard, it sounds like GG is trying to get TGB to compete with Macromedia Flash for fast cross-platform game development. I've done some game development in Flash, and it's not very easy. Macromedia Studio was almost $1000 when we bought it a couple of years ago, and in light of that, $80 for Torque Game Builder is a pretty good price (it's $100 if you don't already own TGE at the moment). So yeah, bought it two days before the price jump -- I'll have to take money out of my "tools" budget (I was planning on buying some new cordless drill batteries), but ah well. Opportunity knocks! --clint |
kevryan Member Posts: 37 From: Shaver Lake, CA Registered: 07-20-2001 |
The Mac guy at GG got my game up and running on the Mac in just a few hours. He was working on a very short timeline on the weekend because Apple wanted to show my game in their booths on their new Macs at E3. It was a pleasent surpise how quickly the Mac version was up and running - looking just like the Windows version. Turned out there were only a couple of Windows specific things I had added to the source code that caused some problems - and there were fixed by some simple #ifdef TORQUE_OS_MAC. So it is nice for me to be able to follow my normal development process on Windows not really thinking about the Mac build and know that I can hand off the final source and have a Mac build fairly quickly. ------------------ [This message has been edited by kevryan (edited June 06, 2006).] |
JeTSpice Member Posts: 433 From: La Crosse, Wisconsin, USA Registered: 06-10-2006 |
I'm using T2D right now and it rocks. The particle effects are amazing, something that TGE doesn't currently have. (but they're working on that right now.) The liscense is super liberal and if GG publishes your game, it's a sweet percentage. I did a collision test using about 50 art assets that filled my entire screen and it didn't slow down a bit. It was like a "horde test." The particle effects handle literally hundreds of particles at a time, with no slowing down at all. It's impressive. What's it good for? RPG's, RTS, tile games (there's supposedly a 3rd party iso-tile patch coming out in a few months), scrollers, top-down games, etc. It does 3-d shapes, too. This would be perfect for an RTS, or any other "orthogonal view" game. But it would also be great for a demo for a cell phone game like bowling, or a game you want to create quickly just to get name recognition for your company. |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
T2D? what's that? ------------------ RADIOACTIVE IE AHEAD! int name() |
HanClinto![]() Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Torque 2D Game Builder -- "Torque 2D" or "Torque Game Builder" or "Torque 2D Game Builder" -- it's all the same thing. Often abbreviated T2D or TGB. I think it used to just be called "Torque 2D", but I think for a marketing shift, they've been trying to call it "Torque Game Builder", and so are shifting away from the T2D name. --clint |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
oh ok thot he was talking about something else =D lol
RADIOACTIVE IE AHEAD! int name() [This message has been edited by buddboy (edited June 12, 2006).] |
HanClinto![]() Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Yup -- there's a big red button in the link I gave you in my last post. Cheers! --clint [This message has been edited by HanClinto (edited June 12, 2006).] |
Zunalter Junior Member Posts: 1 From: Registered: 06-20-2006 |
Also, be sure to provide any feedback you have on the engine to the GG site - they are really looking to make the engine even better! |
Ashton_JX![]() Member Posts: 156 From: Springfield, Oregon, USA Registered: 02-21-2005 |
Ooh, this toolkit looks beautiful. I could imagine I'd have loads of fun with it. Though I think it would be best for me to just focus my efforts towards graphics. I don't need a development kit for that :/. So many toys but so little time. @Clint: You said that GarageGames is going to try to compete with flash for cross platform game development. I'd be interested in finding out if they have any plans for developing a browser plugin and an exporter for creating web based games like the ones created in flash and Javascript that are all over the web nowadays. we'll definately have to throw that in as a suggestion if not [This message has been edited by Ashton_JX (edited June 21, 2006).] |
HanClinto![]() Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hi, Zunalter -- welcome to CCN! Very glad to have you here. ![]() Ashton_JX: I don't know if they're planning on officially making it a browser plugin. It certainly seems like it should be doable, after all, people have compiled the Torque Game Engine as a 3d browser plugin: It would seem to me that games written in the Torque Game Builder scripting language should be able to run with stock pre-compiled versions of TGB, so I don't see any reason why a stock version of TGB compiled as a browser plugin couldn't load any number of different TGB games. Interesting... I think I may search and discuss this on the forums over there. Cheers! --clint |
Ashton_JX![]() Member Posts: 156 From: Springfield, Oregon, USA Registered: 02-21-2005 |
sweeeet ![]() ------------------ Tired of loosing your work for all eternity? Jesus Saves! You should too :P (liek every 1 1/2 seconds) This is a message from teh save the data foundation, and from (CTRL + S): Because da data is y00r future. Maybe. |
HanClinto![]() Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Out of curiosity, did the picture show up for you, Shawn? Well I posted this idea over at GarageGames, and have already gotten some good responses. igLoader is what a lot of people are recommending to use for these games, and perhaps that would work well, I dunno'. I'm interested in finding out more though. Cheers! --clint |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
ok cool thnx for the link Han. ------------------ RADIOACTIVE IE AHEAD! int name() |
Ashton_JX![]() Member Posts: 156 From: Springfield, Oregon, USA Registered: 02-21-2005 |
Yeah, the image loaded fine ![]() ------------------ Tired of loosing your work for all eternity? Jesus Saves! You should too :P (liek every 1 1/2 seconds) This is a message from teh save the data foundation, and from (CTRL + S): Because da data is y00r future. Maybe. |