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Plan for Josh Williams
Plan for Josh Williams
| Name: | Josh Williams | ![]() |
|---|---|---|
| Date Posted: | Feb 22, 2005 | |
| Rating: | 4.6 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Josh Williams |
Blog post
T2D demos screenshots. Launch is just days away!
Okay, time to prime the pump here some more. :) Melv and I couldn't resist posting some screens of the T2D demos we've been working on. Check out the pics below!
These demos are just simple, simple little examples of what Torque 2D can do. "Demo in a day" is a good way to describe 'em. None of them are anywhere near being games, but they look great, thanks to some extremely talented artists: Craig Fortune, Nauris Krauze, and Matt Mitman. These guys are incredible. For your viewing pleasure, may I present screens from the Torque 2D demos!
Simple "grav gun" demo:

Every engine today is trying to show off their physics, with grav guns and pachinko machines, and blah blah. Grav guns are easy, as our little hero Flegg demonstrates in this demo. And check out those particle effects! Melv does amazing things w/ T2D's particle system, but I bet it won't be long after release before someone out there is even better with it than he is. The great looking art you see here was provided by Craig Fortune and Nauris Krauze, of De-railed. These guys amaze me.
Simple pool demo:

This is a little pool "game" (not quite a full game, but you can knock balls around). Art by Matt Mitman, thanks *tons* Matt! My real-life pool game has improved by about 10x since we started working on this thing. And, I have to be honest, T2D has probably been delayed a little, due to time lost playing this thing. ;)
Simple undersea scene:

Next, a little undersea screen-saver type demo. This screenshot doesn't really do it justice. Melv created some *fantastic* dynamic lighting effects for this thing. Melv's friend Craig Ball helped out with this demo, and the great art was produced by Craig Fortune and Nauris Krauze of the De-railed team, with a little help from Jeff Gran, a talented intern here in the office. Thanks guys!
Checkers!

The best-looking checkers game ever created? ;) If so, it's thanks to Nauris and Craig once again! These guys rock. Pat Wilson did most of the coding for this game, thanks Pat! This demo is still being worked on, it'll have some cool features that aren't displayed in this pic yet.
Side-scrolling shooter:

None of these demos have much gameplay at all, they're really just meant to show off a little bit of what Torque 2D can do. But Melv has been cranking away on this Mars attack shooter, and it's actually pretty fun to play. I guess earlier today Melv's whole office had a big high score competition for this one. You get power-ups like triple-shot, shields, and side-kick ships, and your goal is to destroy the swarms of enemies that fly your way. This demo has been totally re-coded since IGC, but it was originally written in < 9 hours by Pat, who it should be clear to everyone by now, rocks. Nate Feyma and Alex Swanson created this great art, thanks guys!
So there you have it. :) T2D is just around the corner! None of these demos took more than a dozen hours or so of coding, so T2D really lets you focus on game design and art. I can't wait to see what everyone does with this thing! Let's launch this puppy!!
And once again, many, many, many thanks and congratulations to Melv for all his hard work on T2D. Melv, it has been an utter pleasure working with you. With the help of the awesome community around here, I'm sure this thing is going to be worth all of the hard work we've put it on it. It's gonna feel great to see all the work put to use in helping people make cool new games!
For technical info on T2D, see my ridiculously long informal tech overview .plan: T2D core classes, and T2D core systems. Or.. just pick T2D up in a few days, and see for yourself!
These demos are just simple, simple little examples of what Torque 2D can do. "Demo in a day" is a good way to describe 'em. None of them are anywhere near being games, but they look great, thanks to some extremely talented artists: Craig Fortune, Nauris Krauze, and Matt Mitman. These guys are incredible. For your viewing pleasure, may I present screens from the Torque 2D demos!
Simple "grav gun" demo:

Every engine today is trying to show off their physics, with grav guns and pachinko machines, and blah blah. Grav guns are easy, as our little hero Flegg demonstrates in this demo. And check out those particle effects! Melv does amazing things w/ T2D's particle system, but I bet it won't be long after release before someone out there is even better with it than he is. The great looking art you see here was provided by Craig Fortune and Nauris Krauze, of De-railed. These guys amaze me.
Simple pool demo:

This is a little pool "game" (not quite a full game, but you can knock balls around). Art by Matt Mitman, thanks *tons* Matt! My real-life pool game has improved by about 10x since we started working on this thing. And, I have to be honest, T2D has probably been delayed a little, due to time lost playing this thing. ;)
Simple undersea scene:

Next, a little undersea screen-saver type demo. This screenshot doesn't really do it justice. Melv created some *fantastic* dynamic lighting effects for this thing. Melv's friend Craig Ball helped out with this demo, and the great art was produced by Craig Fortune and Nauris Krauze of the De-railed team, with a little help from Jeff Gran, a talented intern here in the office. Thanks guys!
Checkers!

The best-looking checkers game ever created? ;) If so, it's thanks to Nauris and Craig once again! These guys rock. Pat Wilson did most of the coding for this game, thanks Pat! This demo is still being worked on, it'll have some cool features that aren't displayed in this pic yet.
Side-scrolling shooter:

None of these demos have much gameplay at all, they're really just meant to show off a little bit of what Torque 2D can do. But Melv has been cranking away on this Mars attack shooter, and it's actually pretty fun to play. I guess earlier today Melv's whole office had a big high score competition for this one. You get power-ups like triple-shot, shields, and side-kick ships, and your goal is to destroy the swarms of enemies that fly your way. This demo has been totally re-coded since IGC, but it was originally written in < 9 hours by Pat, who it should be clear to everyone by now, rocks. Nate Feyma and Alex Swanson created this great art, thanks guys!
So there you have it. :) T2D is just around the corner! None of these demos took more than a dozen hours or so of coding, so T2D really lets you focus on game design and art. I can't wait to see what everyone does with this thing! Let's launch this puppy!!
And once again, many, many, many thanks and congratulations to Melv for all his hard work on T2D. Melv, it has been an utter pleasure working with you. With the help of the awesome community around here, I'm sure this thing is going to be worth all of the hard work we've put it on it. It's gonna feel great to see all the work put to use in helping people make cool new games!
For technical info on T2D, see my ridiculously long informal tech overview .plan: T2D core classes, and T2D core systems. Or.. just pick T2D up in a few days, and see for yourself!
Recent Blog Posts
| List: | 09/18/07 - News is out! 08/18/06 - Torque X-- why we're doing it. 02/26/05 - Plan for Josh Williams 02/22/05 - Plan for Josh Williams 02/11/05 - Plan for Josh Williams 02/01/05 - Plan for Josh Williams 01/12/05 - Plan for Josh Williams 12/20/04 - Plan for Josh Williams |
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Submit your own resources!| David Roberts (Feb 22, 2005 at 21:26 GMT) Resource Rating: 5 |
"Launch is just days away!"
Well I know what I'm going to be doing all this weekend. :-)
Keep up the good work guys.
- Dave
| David \"Fulcrum\" Wyand (Feb 22, 2005 at 21:32 GMT) |
- LightWave Dave
| Michael Cozzolino (Feb 22, 2005 at 21:36 GMT) |
| Teck Lee Tan (Feb 22, 2005 at 21:46 GMT) |
| David Blake (Feb 22, 2005 at 21:53 GMT) Resource Rating: 5 |
| Jason McIntosh (Feb 22, 2005 at 22:03 GMT) |
| Keith Frampton (Feb 22, 2005 at 22:04 GMT) Resource Rating: 5 |
| Josiah Wang (Feb 22, 2005 at 22:08 GMT) |
Seriously though, this opens up a lot of opportunities. I really enjoyed the grav gun one (XD Tim Aste's Beer Pack) Particle effects are awesome...I see at least the smoke and the magic powder from that bag...
Awesome!
[edit]
Oh yeah....any idea on the price range? 10-50? 100-150? haha just need to know how much i gotta save =D
[/edit]
Edited on Feb 22, 2005 22:09 GMT
| Richard Simkins (Feb 22, 2005 at 22:22 GMT) |
Love the gravity gun pun!
Edited on Feb 22, 2005 22:23 GMT
| Corey Martin (Feb 22, 2005 at 22:36 GMT) |
I can already see how my weekend will play out. Guess my OTHER projects will just have to wait :)
| Robert Brower (Feb 22, 2005 at 22:37 GMT) |
| Teck Lee Tan (Feb 22, 2005 at 22:58 GMT) |
| Bryan Letcher aka "Panthros" (Feb 22, 2005 at 23:14 GMT) |
Perform an early release and let us play with it please...pretty please...
I am ready to spend the money already! Stop the teasing ;-)
Edited on Feb 23, 2005 08:58 GMT
| Adam deGrandis (Feb 23, 2005 at 00:06 GMT) |
*GIGANTIC* thumbs up to all who were involved!
| Matt Sayre (Feb 23, 2005 at 00:33 GMT) |
| Ian Roach (Feb 23, 2005 at 01:02 GMT) |
| Bob Steen (Feb 23, 2005 at 01:49 GMT) |
| Joshua Dallman (Feb 23, 2005 at 01:54 GMT) |
Does GG have any plans to make a seperate sales section for the flood of small, inexpensive 2d games that will likely be coming out in droves?
| Jeff Gran (Feb 23, 2005 at 02:15 GMT) |
| Timothy Aste (Feb 23, 2005 at 03:25 GMT) |
On a side note, T2D is F****** the most amazing thing ever.
I can't wait to see how many artists get into this because it allows for them to use their talent but not have to be highly skilled 3D modellers to get into games!
Seriously people, you heard it here, and I'm saying this as a fan, T2D is the f***** coolest thing ever!!
:)
| Eric Elwell (Feb 23, 2005 at 04:18 GMT) |
| Jeremy Alessi (Feb 23, 2005 at 07:18 GMT) Resource Rating: 5 |
| Harold "LabRat" Brown (Feb 23, 2005 at 08:41 GMT) |
| Greg Ellwood (Feb 23, 2005 at 09:21 GMT) |
I'm hoping T2D will be the thing to pull me away for World of Warcraft for a while :)
-Greg.
| Peter Dwyer (Feb 23, 2005 at 11:10 GMT) Resource Rating: 5 |
@Melv
Can you have your manager (the one that was on that spiky chair ;o) breathing down your and GG necks on this please ;o)
| Melv May (Feb 23, 2005 at 11:12 GMT) |
- Melv.
| Peter Dwyer (Feb 23, 2005 at 11:24 GMT) Resource Rating: 5 |
As you are doing an early adopter thing, do you have price in mind. I don't remember seeing one anywhere and it's monthly budget time here at the Dwyer household.....Ok! Ok! So the other half is looking at me funny and asking how much I plan to spend on this :o)
| Charlie Malbaurn (Feb 23, 2005 at 13:00 GMT) |
| Pete111 (Feb 23, 2005 at 14:52 GMT) |
| Craig Fortune (Feb 23, 2005 at 15:55 GMT) |
Thanks for all the kind words everyone. I hope you enjoy playing around with these demos as much as we did making the artwork for them. I'd like to stress just how truthful Josh is being when he talks of how speedily these demos were done. T2D truely is that damn good :)
| Shannara (Feb 23, 2005 at 19:06 GMT) |
| Pete111 (Feb 23, 2005 at 19:28 GMT) |
| Melv May (Feb 23, 2005 at 19:33 GMT) |
@Pete111: When Josh said, in a few days ... well, it's in a few days, that's all. ;)
@Craig: You guys deserve the praise no matter how sickly praise sounds, you definately deserve it.
@Shannara: Your player would only be limited to the position of a tile if your player was a tile! Normally your player would be a sprite which can obviously be placed anywhere. How/when your player collides with tiles it totally up to you. Just to repeat what I've said before, T2D doesn't make any assumptions about how you want to manipulate your game objects. You're free to do with them as you please.
- Melv.
| David House (Feb 23, 2005 at 20:00 GMT) |
Has credit card in hand, and a half a dozen game ideas already. Now to kidnap one of the above artists for about a year!
Seriously good looking work. Was considering alternatives for some 2D game ideas, but really there is no need. This is the best 2D engine that is cross-platform and ready to go.
Can't wait to see what all gets done with this engine.
| Gabor Forrai (Feb 23, 2005 at 21:06 GMT) |
ed : im truly hope t2d bring us the times of the Nu Renessaince of 2d games.
Edited on Feb 23, 2005 21:19 GMT
| Shannara (Feb 23, 2005 at 21:07 GMT) |
| Josiah Wang (Feb 23, 2005 at 21:18 GMT) |
| Shannara (Feb 23, 2005 at 21:19 GMT) |
| Josiah Wang (Feb 23, 2005 at 21:28 GMT) |
| Shannara (Feb 23, 2005 at 21:33 GMT) |
| David Blake (Feb 23, 2005 at 21:54 GMT) Resource Rating: 5 |
| Josh Williams (Feb 23, 2005 at 23:00 GMT) |
Edited on Feb 23, 2005 23:24 GMT
| David Blake (Feb 23, 2005 at 23:21 GMT) Resource Rating: 5 |
| Shannara (Feb 23, 2005 at 23:59 GMT) |
| Vashner (Feb 24, 2005 at 00:27 GMT) |
| Josh Williams (Feb 24, 2005 at 03:02 GMT) |
And, big announcement: you do not need to be a Torque owner in order to buy or use T2D source! :) This is possible because we ripped out the stock TGE rendering, leaving Torque's excellent script, platform, GUI, etc framework in place as a base to build from. T2D source includes this core code, as well as the T2D game and rendering functionality. And, once again, anyone who already owns Torque can drop the T2D-specific functionality into their TGE projects without needing to change a single line of C++ code!
Everyone will get a discount on T2D while it's under the Early Adopter program too, just as with TSE right now. On top of that, we wanted to say thanks to TGE owners for their support, so we're giving them an an extra discount. The discounted EA price for T2D source (indie) is $100, and TGE owners will get an extra $20 off that!
We're cranking hard to get this out the door. Jay, Ben B and Alex are working their butts off, and so are Melv and I. Stay tuned!
Edited on Feb 24, 2005 03:03 GMT
| Charlie Malbaurn (Feb 24, 2005 at 04:40 GMT) |
| Josiah Wang (Feb 24, 2005 at 04:54 GMT) |
Since T2D was derived from TGE, from the producer's POV it'd probably cost equal or more, since more effort has been put into it.
On the other hand, the *commonly* held misconception is that only 3d games are ub3r l33t....and I must say, it really is common....>.< These people might have a problem with it being the same (EA) price as a 3d engine...
Of course, once they read all of Josh's and Melv's .plans, I think they'll agree it's worth the price =D
| Manuel F. Lara (Feb 24, 2005 at 04:57 GMT) |
| monki (Wesley Beary) (Feb 24, 2005 at 04:59 GMT) |
| Charlie Malbaurn (Feb 24, 2005 at 05:12 GMT) |
Just to test my theory, I just asked one of my co-workers what he thought about the price, since i've been telling him about t2d and he wants to make a 2d game.
He thought it was on the steep side only because there isn't that much of a demand for 2d games and that 3d for the same price is odd. His feeling being that if there the same price then one or the other must not be that great.
I think it's a fine price considering that you don't need to buy the 3D engine anymore.
I just thought that someone may want a outside opinion. Not to say that his opinion is that of every other outsiders.
| Josh Williams (Feb 24, 2005 at 06:10 GMT) |
Of course, we didn't want to do Torque 2D because we caught onto some trend. It's just cool that things are working out such that 2D games are getting popular again. If we can help some indies make successful 2D games, especially when the market is willing to accept them again, that'll be awesome.
As for T2D's price-point versus Torque's... look, we sell Torque for beans. :) It is ridiculously underpriced. TGE is very powerful technology, and it gets enhanced constantly (in fact, the next major TGE release is just around the corner, and it has lots of nice improvements). The GG founders decided to make Torque so cheap out of an earnest desire to help indies make games. Can't hold that against 'em!
So yes, T2D's final price, after the Early Adopter release, should be higher than Torque's. That's not because one engine is better than the other (afterall, they're built on the same exact foundation), it's just because Torque sells for much, much less than it's worth. I think you could say that about most everything here.. from code to content packs, we're trying to make it easier to make games on indie budgets. So, yeah, if you look at everything next to Torque, prices won't make traditional sense. That's because, unlike most companies that try to squeeze every dime they can out of customers, we don't mind giving Torque, and really all of our products, away for much less than we could, if it'll help indies make games.
*tear* I love this place. ;) Seriously though, this is one of the main reasons I'm so proud to be involved with GG.
Edited on Feb 24, 2005 06:15 GMT
| David Blake (Feb 24, 2005 at 06:25 GMT) Resource Rating: 5 |
| Shannara (Feb 24, 2005 at 06:31 GMT) |
Is T2D limited by missions like Torque (and upcoming TSE?) ? Or is that limitation removed?
Either/or it doesnt matter to me anymore .. with such a high price tag, I have to wait for almost a year before I can even think about purchasing this seperate engine. Actually, if we were allowed to have a license sell/transfer for Torque, I'll sell that bugger to get T2D, heh.
Anyways, lots of luck!
Edited on Feb 24, 2005 06:33 GMT
| Jay Moore (Feb 24, 2005 at 06:51 GMT) |
I do think when the binary only version comes out the lower price point will help people differentiate the engines. We do hope that people will find the tool that fits the level of knowledge and skill they have to tackle game creation, but we all know how attractive the shiny 3D game space seems.
Out of the gate we will continue our trademark "indie" licensing (the $100 for source that Josh mentioned above) and one thing that hasn't been mentioned is that we'll also have the commercial version available in EA.
If the phone ringing constantly this week is any indication - there is definately interest from current commercial game developers (those who make more than $250,000 a year or are not making games) in getting their hands on the commercial license of T2D at $395 per programmer seat.
With stock Macromedia Flash MX costing $499 I don't think anyone can say we've over priced T2D commercial.
You have to question your pricing sanity sometimes when prospective customers say "you know you're practically giving this technology away," but that is just how GG likes it... lets not let access to the technology keep any of us from pushing the boundaries and creating new games.
| Charlie Malbaurn (Feb 24, 2005 at 08:17 GMT) |
| David Roberts (Feb 24, 2005 at 11:09 GMT) Resource Rating: 5 |
I totally agree that the TGE is underpriced at $100, and I have a great amount of respect to the GG team for offering such good products at prices that indies can afford. For less than $200 (about
| Darryl Bartlett (Feb 24, 2005 at 12:24 GMT) Resource Rating: 5 |
Also I am very happy to know that I am not the only other saddo checking the site and my email for updates every five minutes!!! :P
| Corey Martin (Feb 24, 2005 at 13:16 GMT) |
| Josh Williams (Feb 24, 2005 at 14:53 GMT) |
| Matthew Langley (Feb 24, 2005 at 15:34 GMT) Resource Rating: 5 |
| Melv May (Feb 24, 2005 at 15:40 GMT) |
Total value for money. This release is just the beginning of an exciting year of developing some absolutely amazing stuff. We've got to be humble and get this EA out the door first, then we can discuss all the cool stuff on its way. :)
- Melv.
| Matthew Langley (Feb 24, 2005 at 15:53 GMT) Resource Rating: 5 |
EDIT: hey I'm at work, can't quite check ever 5
minutes... every 20 minutes
EDIT: 20 minutes later ~ I think one of the things I'm most excited about is looking through your code melv... since you said you overcommented if anything, I really look forward to reading through it and learning some game C++ coding.
EDIT: Another 20 minutes later ~ what other engine has a main creator that says this
Quote:
If anyone wants to ask any technical questions regarding T2D then please email me (I'll copy Josh) and I'd be happy to answer your questions. Please just don't ask me marketing questions!!!
Quote:
As always, please don't hesitate sending me an email if you've got any non-marketting questions!
My mind is just imaging a traditional RPG / Zelda game with the physics of T2D *grin* !
lol I feel like such a fanboy
Edited on Feb 24, 2005 16:40 GMT
| Gabor Forrai (Feb 24, 2005 at 16:15 GMT) |
| Calico Rabbit (Feb 24, 2005 at 16:36 GMT) Resource Rating: 5 |
Specifically, the stuff that has been talked about having a game-maker-like version of T2d, will that be free to owners of an early adopter license?
Do garage games licenses only cover specific version numbers i.e. Photoshop 6 owners have to pay for Photoshop 7?
If this is the wrong place to ask this just let me know.
-CalicoRabbit
| Melv May (Feb 24, 2005 at 18:04 GMT) |
- Melv.
| Jeff Tunnell (Feb 24, 2005 at 23:12 GMT) |
| Harold "LabRat" Brown (Feb 24, 2005 at 23:21 GMT) |
Can we negotiate for it being indentured servants for a period of time less than infinity but longer then 2 weeks? I'll even let you have off every other tuesday during a full moon.
| Melv May (Feb 24, 2005 at 23:26 GMT) |
- Melv.
| David Blake (Feb 25, 2005 at 03:41 GMT) Resource Rating: 5 |
Wait, no I didn't.
Damn my crap luck.
| Matthew Langley (Feb 25, 2005 at 04:02 GMT) Resource Rating: 5 |
"We're going to force the Garage Games employees into indentured servitude and force them to bombard the world with such low priced technology that the major companies decide to launch tactical nuclear strikes against eachother to eliminate the competition which will contaminate the human species to a state of infancy... after which we will be the prime species to take over the world!"
...
...
ok I really need to get some sleep lol
| Calico Rabbit (Feb 25, 2005 at 04:13 GMT) Resource Rating: 5 |
Would there be a discount to T2D owners? Would a gamemaker be months, or years away?
As you can see I am trying to evaluate whether to be an "Early Adopter", considering I know very little about programming, some ActionScript and one class in Visual Basic, I really don't know how practical it would be for someone like me to be getting the EA license. How different from a mature T2D would a gamemaker version be? Would the gamemaker version have additional level editing/importing tools? Or would just lack access to source, or something like that?
Anyway, I hope that makes sense, just got back from a 4 hour figure sculpture class and I'm a bit wiped,
Thanks for the help,
-CalicoRabbit
| Terry (Feb 25, 2005 at 04:19 GMT) Resource Rating: 5 |
Guess I should leave the refresh button alone for the night and check for a T2D release in the morning.
Terry
| Peter Dwyer (Feb 25, 2005 at 10:21 GMT) Resource Rating: 5 |
Robotron 2864 isn't going to wait forever you know! Or supreme EDF (earth defence force)....or Ninja Block Fighter....or my remake of Fairlight, with physics....well you get the idea.......
| Charlie Malbaurn (Feb 25, 2005 at 11:40 GMT) |
Maybe I'll even port it over to cell phones so you can do it in your spare time between refreshing every 20 minutes on your work machine to refreshing every 20 minutes on your home machine.
I think the game will be very refreshing.
*/ Ducks /*
| Melv May (Feb 25, 2005 at 11:45 GMT) |
| David Roberts (Feb 25, 2005 at 12:07 GMT) Resource Rating: 5 |
If so, I'll get the party poppers, celebratory banners and champagne!
Oh, and my credit card too! :-)
- Dave
Edited on Feb 25, 2005 12:20 GMT
| Charlie Malbaurn (Feb 25, 2005 at 12:49 GMT) |
Marriage rocks
| Jay Moore (Feb 25, 2005 at 13:46 GMT) |
I've now into my 3rd day of 3 hours of sleep a night... hmmm... come to think of it the last sleep was Wednesday.
These are the days we'll all look back on and say... remember when... Melv's baby was just born and all he could do was birth a new engine (has to be some creative gene gone awry). Josh hadn't slept for so long he forgot we were taking screen shots of "Desert Defender" and insisted he had to play all the way through to get to the boss (rather than just open the console and give it a command).
My moto for T2D launch campaign was "The game industries most heavily guarded secret, only thing more fun than playing games is making them." Now our tag line is down to "Make it Fast... Make it Fun!"
Can't wait to see what you guys come up with... We're planning on rolling out new game demos as frequently as we get new ones... so if you early adopters are up for fame - I have a bet with Jeff we can get out a good game demo each week (he always thinks marketing guys are dream'n) - So you guys want to prove that you can create enough fun for a new game each week? (I'd like to be the one getting the bottle of wine for once).
| David Roberts (Feb 25, 2005 at 13:57 GMT) Resource Rating: 5 |
<Party poppers at the ready>
- Dave
| Peter Dwyer (Feb 25, 2005 at 15:13 GMT) Resource Rating: 5 |
Prod...Prod.....naw he's out of it......I'll try Josh
@Josh
Prod.....Prod....PROOOODDDDDD......Thud....er....um.....* Rolls sleeping Josh under the nearest rug*
| Corey Martin (Feb 25, 2005 at 15:25 GMT) |
*blink*
...Prod... Today? :)
| Matthew Langley (Feb 25, 2005 at 15:42 GMT) Resource Rating: 5 |
A question... I know you can have as many viewports (cameras - whatever you call em) of the 2D world as you want... can zoom them in all you want, even look at the same thing with different zooms on different ports.... can you rotate a port ? I guess adding the code for that myself shouldn't be that hard if you couldn't though.
| Josh Williams (Feb 25, 2005 at 17:24 GMT) |
| Shannara (Feb 25, 2005 at 19:07 GMT) |
| Corey Martin (Feb 25, 2005 at 19:08 GMT) |
| Josh Williams (Feb 25, 2005 at 19:16 GMT) |
Re: missions.. there are no missions in T2D.
| Matthew Langley (Feb 25, 2005 at 19:20 GMT) Resource Rating: 5 |
"Thanks for the nudges guys. :)"
most other people probably would curse us to damnation lol
| Melv May (Feb 25, 2005 at 19:27 GMT) |
To be honest, I think the incoming notification email beeps are the only thing that keeps you awake.
All the wheels are turning over here guys/gals and Josh is a man possessed!
- Melv.
| Matthew Langley (Feb 25, 2005 at 19:34 GMT) Resource Rating: 5 |
"Melv 'mother' May"
with more humility...
gotta love the GG crew
| Corey Martin (Feb 25, 2005 at 19:35 GMT) |
| Peter Dwyer (Feb 25, 2005 at 20:18 GMT) Resource Rating: 5 |
On a totally unrelated not i.e. not T2D related.....just wanted to ask....er why (in your profile photo) do you look like you are plotting the camera mans very painful demise?
....just curious ;o)
| Josh Williams (Feb 25, 2005 at 20:48 GMT) |
Edited on Feb 25, 2005 20:49 GMT
| David Blake (Feb 25, 2005 at 20:49 GMT) Resource Rating: 5 |
| Charlie Malbaurn (Feb 25, 2005 at 22:30 GMT) |
Although I am curious to ask about editors though. With there being no binary version and wanting people to buy the engine, are we going to be allowed to add some form of level editor to our games?
Ok, now I swear it's time to leave them alone
Edit: I may go to the conference this year just to shake your hands. Everythink looks great and I can't wait to play around with it!
Edited on Feb 25, 2005 22:32 GMT
| Peter Dwyer (Feb 25, 2005 at 22:49 GMT) Resource Rating: 5 |
:o)
:o/
:o}
:o\
| Melv May (Feb 25, 2005 at 22:54 GMT) |
Ah but to dream.
- Melv.
| Melv May (Feb 25, 2005 at 23:41 GMT) |
Here's something which I just realised I haven't posted before that might be interesting to you which shows you an early T2D running multiple scenes inside the stock TGE FPS demo.
T2D inside T3D.
Very old but interesting still.
- Melv.
| Matthew Langley (Feb 25, 2005 at 23:42 GMT) Resource Rating: 5 |
because the way licensing works (correct me if I'm wrong)... TGE you need license if your using source... so say I am the source editor and the rest of my team will just use scripts... I'm the only one who needs a license....
will this be the same with T2D ? if I just give them the binary and scripts... or do I need to buy an $80- 100 license for each of them since no T2D binary version is released for free...?
| Matthew Langley (Feb 25, 2005 at 23:53 GMT) Resource Rating: 5 |
because T2D runs in a gui... and it uses scripts to interface (obviously)... theoretically to interface 3d interaction wiht the 3d Gui could be done passing info back and forth with scripts ?
| Corey Martin (Feb 25, 2005 at 23:58 GMT) |
:(
| David Blake (Feb 26, 2005 at 00:01 GMT) Resource Rating: 5 |
I've been saying that for months now. :(
| Melv May (Feb 26, 2005 at 00:07 GMT) |
@Matthew: I'll let Jay answer that, my brain is fried and I'll say something not quite correct, I just know it. With regards to your other question; it depends on what you mean by 3D interaction. If you're talking about rendering then no because the GUI controls are rendered discreetly by T3D. T2D can only be over/underlaid any other GUI controls, not intermix rendering, at least not stock. You can of course freely communicate any other information you want, even at the C++ level if you want. The majority of T2D is about the management and manipulation of the scenegraph, its objects and their state. It is possibly to develop a 3D object, using something like my fxRenderObject, that renders the fxSceneGraph2D. The core T2D object is a fxSceneObject2D and that contains all the goodies but the great thing is, it doesn't do any rendering so you can create new objects that do, and work in 3-space with the 2D layer being some Z in 3-space. Some of the stuff though just wouldn't fit or be appropriate and I'm not sure exactly the benefit of doing all this work.
It'd be much easier to develop 2D 3-space objects than try to convert T2D.
- Melv.
| Matthew Langley (Feb 26, 2005 at 00:13 GMT) Resource Rating: 5 |
I'm thinking it would be fine, because I would be coding T2D and they would be "moding" it... but then again "moding" of T2D released games hasn't been mentioned... and I still may be incorrect, no rush on that I can wait till he can give me a solid answer on that :)
More what I was thinking was basic things... like say I store a Players Health Information in $playerHealth... can T2D have access to that global variable ? Naturaly I'm thinking yes considering you can access different variables with different GUI's (in essence I'd say they share the same "scripting space") but then again I may be wrong... wasn't thinking massive interaction... but if I wanted to have a little bit, would it be feasible to keep setting up info in globals and then access them through T2D ? Could imagine if I tried doing this 32 times a second it would be incredibely inefficient but still feasible ?
| Josh Williams (Feb 26, 2005 at 00:39 GMT) |
Edited on Feb 26, 2005 00:40 GMT
| Bob (Feb 26, 2005 at 00:51 GMT) Resource Rating: 5 |
..and where should I be refreshing at?
Edited on Feb 26, 2005 00:51 GMT
| Corey Martin (Feb 26, 2005 at 00:58 GMT) |
Im still trying to master my 'patience' mechanism.. Luckily, I can rest easy knowing T2D will be worth the wait!!
@Josh
You tease. You marvelous, marvelous tease.. :D
| Melv May (Feb 26, 2005 at 01:01 GMT) |
As an example, say you had T2D running overlaying your game, perhaps in the corner somewhere. You may been using it to render some kind of radar perhaps. You create the radar background and add little radar-blips using T2D sprites. It's entirely possible for your 3D positioned objects to tell the T2D radar control where they are or perhaps the control pollls the objects. It's all compatible with each other. All is possible and most of the time, very easy when it comes to T2D and T3D communicating in games, it's the rendering of T2D stuff intermixed with 3D objects that's the complex stuff.
As an overlay, underlay for menus etc or even use T3D for the 3D backdrop, it's real simple.
- Melv.
| Bob (Feb 26, 2005 at 01:09 GMT) Resource Rating: 5 |
| David Roberts (Feb 26, 2005 at 01:13 GMT) Resource Rating: 5 |
Party poppers popped!
Banners unleashed!
Champagne flowing!
T2D Bought!
And its 1am UK time so I'll crash into bed safe in the knowledge of knowing that when I wake, I will be able to tinker with making 2D games to my hearts content.
Great work guys!
:-)
| Charlie Malbaurn (Feb 26, 2005 at 01:29 GMT) |
I'll be working on my wife as soon as she gets home!
Truthfully, Just playing the demo, I can tell you that I am really, really impressed. I can't wait to get my hands on it
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4.6 out of 5


