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| Name: | Le Roi | |
|---|---|---|
| Date Posted: | Jun 14, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Le Roi |
Blog post
Last Night I was busy working on my game in the torque game builder when I stopped and realized that I was approaching this wrong.
The TGB is a very powerful engine with an excellent toolset that accompanies it.
You still have to "write" your game in script.
When I first started using TGB , I was under the frame of reference that it was a sort of "click and play" application (which it is for level editing btw) , and I got frustrated because I couldn't understand how I would code my game (splash screens etc.) - because I'm used to doing everthing myself (code wise).
Then it dawned on me ,
I should change my frame of reference from a
"TGB will do <insert here> for me with a few clicks"
to
"I can let TGB do <insert here> using script and use TGB's tools to fast forward the process".
Once I did this change to my frame of reference , I started delving into the documentation , and tutorials , and got started doing my game properly.
Luckily for me (coming from a programming background) - to change my frame of reference was quite easy , I'm just glad I realized this before I were way in over my head.
Anyways , so then I started thinking , for the game i'm busy with I would like to have that "jump-in" facility like Starwars Lego ,
Thus I came up with this structure
GameObject - is the Base Class for any/all Game Objects
Actor Object - is the Base Class for Player/Enemy/whatever.
Now every Actor should have a Controller , thus you associate a Controller (be it Player or AI) to an Actor
And thus you also associate a movemap(keybindings) to each Actor (which the controller can replace).
Thus if I was playing and my buddy wanted to jump in , The game will just swop the "AI Controller" with the "Player Controller" and supply the different movemap(keybindings) and wolla , immediately my buddy can start playing along.
Feel free to comment on this.
I'll keep this blog updated as I progress with my game.
Cheers for now
The TGB is a very powerful engine with an excellent toolset that accompanies it.
You still have to "write" your game in script.
When I first started using TGB , I was under the frame of reference that it was a sort of "click and play" application (which it is for level editing btw) , and I got frustrated because I couldn't understand how I would code my game (splash screens etc.) - because I'm used to doing everthing myself (code wise).
Then it dawned on me ,
I should change my frame of reference from a
"TGB will do <insert here> for me with a few clicks"
to
"I can let TGB do <insert here> using script and use TGB's tools to fast forward the process".
Once I did this change to my frame of reference , I started delving into the documentation , and tutorials , and got started doing my game properly.
Luckily for me (coming from a programming background) - to change my frame of reference was quite easy , I'm just glad I realized this before I were way in over my head.
Anyways , so then I started thinking , for the game i'm busy with I would like to have that "jump-in" facility like Starwars Lego ,
Thus I came up with this structure
GameObject - is the Base Class for any/all Game Objects
Actor Object - is the Base Class for Player/Enemy/whatever.
Now every Actor should have a Controller , thus you associate a Controller (be it Player or AI) to an Actor
And thus you also associate a movemap(keybindings) to each Actor (which the controller can replace).
Thus if I was playing and my buddy wanted to jump in , The game will just swop the "AI Controller" with the "Player Controller" and supply the different movemap(keybindings) and wolla , immediately my buddy can start playing along.
Feel free to comment on this.
I'll keep this blog updated as I progress with my game.
Cheers for now
Recent Blog Posts
| List: | 06/15/06 - Scripting ..... 06/14/06 - Perspective ... 06/12/06 - Finally ... |
|---|
Submit your own resources!| Rodney Rindels - Torqued (Jun 14, 2006 at 09:02 GMT) |
I had a similar experience with it, once I thunked down.. I'm really pleased with TGB.
Edited on Jun 14, 2006 09:03 GMT
| Chris Labombard (Jun 14, 2006 at 14:56 GMT) |
I'm so used to doing all TGB stuff in code, that now I can't get used to the editors.
| Simon Love (Jun 14, 2006 at 15:18 GMT) |
I love TGB
| Matthew Langley (Jun 14, 2006 at 15:51 GMT) |
Chris, can't is a strong word. Beleive me, I know where you're coming from. Though I also know the tools personally save me a lot of time when building up demos (and my own personal projects as well).
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