Previous Blog Next Blog
Prev/Next Blog
by date

Torque Game Builder goes Feature Complete!

Torque Game Builder goes Feature Complete!
Name:Justin DuJardin
Date Posted:May 10, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Justin DuJardin

Blog post
Torque GameBuilder goes Feature Complete

That's right, you heard it here first, Torque GameBuilder has gone feature complete with the release of Beta3. This has many far reaching implications and is very exciting for us as we're finally able to guarantee that there will be no changes to the engine aside from bug fixes from this point on until release! But you're probably wondering--What does feature complete mean to ME?! I'm so glad you asked!

Tool Scripts unveiled!
With TGB going feature complete and us ramping up for a final release in the near future we've decided to go ahead and release the script source to the LevelBuilder and other tools that come with TGB. The reason we've decided to go this route even though the scripts are still a bit messy in places and need to be cleaned up before the final release is that we understand how invaluable more eyes on any piece of our code can be. Previously we withheld the scripts to the tools as they were in huge flux, but with feature complete that is no longer true.

Codebase Stabilized
Over the course of development of T2D/TGB we have had some users that are not willing to continually update their SDK's with the newest changes that we've made since until now they were unpredictable as far as how widespread their effect on your games would be. This is also no longer a concern as our codebase has been locked down from features and changes to core functionality. We are now focused on only resolving existing bugs in the current setup, which may include tiny UI tweaks if necessary and fixing functionality that may be acting a bit wonky or improperly. What this won't include are any changes to the script methods or functions that you call, or any way your game interacts with the engine.

What's Changed?
Since our GDC Beta2 release much has changed and been improved upon. While there are some things that should be noted, there are so many fixes and improvements that I'm just going to list some of the more interesting changes.

Bug Fixes and Improvements
We were able to parse a good amount of the awesome feedback that you all offered up in our forums about Beta2 and have tried to address the most serious concerns as we were able to understand them. With this Beta3 we have fixed all of the annoying problems that were in Beta2. The enormous number of fixes in this build are not really listable here so i've provided a short list below. They are all made possible of course by the great team working on TGB.

Animation Builder

Click Here To Enlarge
Matt Langley was able to identify and resolve all known issues with this tool as well as adding some fantastic UI improvements to ease it's use.

ImageMap Builder

Click Here To Enlarge
Matt Langley also (while simultaneously writing huge comprehensive tutorials!) was able to overhaul the ImageMap Builder to support operations such as zooming and border/background color for specifying proper contrast on white or lighter images.

Particle Quick Editing

Click Here To Enlarge
Adam Larson was able to expand the functionality of the QuickEdit to support the necessary fields for emitter objects. The Particle QuickEdit support is now functional with the exception of adding/removing emitters. The script is included to support this but it is commented out due to finding a serious bug in the particle management code that made it unstable to add and remove emitters dynamically. This issue has been marked high priority and will be hot-fixed before the Beta is complete.

RSS Update News - In Engine

Click Here To Enlarge
Beta3 will periodically check for official GarageGames RSS news and notify you at the top right of your screen when there are news items available. By clicking on the RSS button near the 'New News!' text, you will be presented with the News reading dialog with links to the full articles on our site.


Project Resources!
After the Beta2 release and with all of the community art bounties that we've got out there, it occurred to us that we really needed to have a simple way for our users to be able to get 'art packs' from each other and us for use in their games. We've included two art resource examples with Beta3 and they're easily configured by a convenient in-game UI.

When you open up Beta3 and create a new project you will be presented with a screen that looks similar to the following. You may notice that you have no game assets with which to work :(


Click Here To Enlarge

Fear Not as the Project Resource manager is here to help! Simply by navigating the menu system to Project->Resources or simply by hitting the shortcut key Ctrl-R you will be presented with a dialog that looks similar to the following, which lists all the resources that TGB currently knows about 'Available Resources' and all the ones that your project is currently using 'Current Project Resources'.


Click Here To Enlarge

If you select a resource, in this example I'm using the 'puzzleArt' resource and then hit 'Add to Project' it will be moved over to your Current Project Resources list.


Click Here To Enlarge

At this point if you hit the Save button you will notice your Object library on the right side now has a large set of Art that could be used to make a Puzzle Game.


Click Here To Enlarge


Click Here To Enlarge

At this point you're ready to go making your puzzle game. Simply drag the elements from your object library to your level and you're all set. Below is my modest attempt at a puzzle level using the puzzleArt resource!


Click Here To Enlarge

You can also do the opposite of this to remove art resources from your game!

Proper Bug Reporting

As we gear up to finalize the release we'd like to ask that in the report bugs private forum you only post bugs that impede existing functionality from properly operating. As always, feature requests and idea for improvement are encouraged, but there are forums for those separately. In the past there has been some spill over and we'd just ask that you be mindful of which forum you're posting in!

Cheers and Enjoy the Beta!

-Justin

Edit : The Mac and Linux builds will be available as soon as they are ready. More to come on that soon!

Recent Blog Posts
List:04/01/07 - Torque Game Builder 1.5 Beta
02/01/07 - Torque Game Builder Closed Beta Signups
09/28/06 - Torque Game Builder 1.1.2 Goes Live!
08/10/06 - Torque Game Builder 1.1.1 Lives!
06/20/06 - Torque Game Builder Hits 1.1.0!
06/08/06 - Torque Game Builder RC2 is Here!
05/10/06 - Torque Game Builder goes Feature Complete!
04/17/06 - Torque Game Builder Bounties (Part 2)

Submit ResourceSubmit your own resources!

David Stewart   (May 10, 2006 at 04:46 GMT)
WOW!

Great news!

Hokuto   (May 10, 2006 at 05:36 GMT)
Great job guys

Konstantin Teterin   (May 10, 2006 at 05:48 GMT)
And what about mac verison? Will it be done?

Joe Bird   (May 10, 2006 at 05:50 GMT)
Amazing work. Thank you.

Justin DuJardin   (May 10, 2006 at 05:55 GMT)   Resource Rating: 5
Kostya : I edited the initial post to reflect that Mac and Linux builds will be available shortly. We only have one Mac guru and he's doing about 500 things right now. If the community wants to provide a build that works on Mac, it should really only be a matter of updating the project file and rebuilding the binary.

I'll keep you all updated on the status in the forums!

Cheers,
-Justin

Lion Jin   (May 10, 2006 at 05:58 GMT)
WOW, Great!!!
Edited on May 10, 2006 06:06 GMT

Kirakorn Chimkool   (May 10, 2006 at 06:55 GMT)   Resource Rating: 5
I'm waiting for this!
Great news!

Jared Coliadis   (May 10, 2006 at 07:42 GMT)
Yes, I can finally continue work on the adventure core interface! Well, whenever I'm not buried in schoolwork. Thank you all very much.

Steve Bisson   (May 10, 2006 at 07:47 GMT)
cool ! i ran my game using beta3 and everything worked beautifully ! :) i was afraid to encounter many headaches. Thanks for making it easy !

Dennis Harrington   (May 10, 2006 at 07:50 GMT)   Resource Rating: 5
Looks great. Thanks!

Anders Linder-Noren   (May 10, 2006 at 10:45 GMT)
Cooool! I have still not purchased it :/ Need to get my ass around soon, before i have dreweled my keyboard to history. Great work, guys!

Corey Martin   (May 10, 2006 at 13:20 GMT)
I'm out of the loop TGB-wise.. Has full networking support been implemented yet, or is it still turn based?

Chris Labombard (TGEA License)   (May 10, 2006 at 13:33 GMT)
Has the physics been stabalized? Beta 2 and previous had issues where if the game lost focus the physics went nuts, and things would jitter like mad if not brought to rest when colliding with multiple other objects (under a constant force).

Jon Frisby   (May 10, 2006 at 14:39 GMT)
Given the extremely finite Mac development resources you have at your disposal, why aren't there any Mac-related bounties?

-JF

Don Hogan   (May 10, 2006 at 14:43 GMT)
Many, many thanks to all the folks involved!

Stefan Lundmark   (May 10, 2006 at 15:32 GMT)
Full networking support is in?

John Klimek   (May 10, 2006 at 15:52 GMT)
I really really really really hope that the physics are stabilized and that full networking support is implemented........

Paul Dana   (May 10, 2006 at 16:08 GMT)
NICE going justin.

I'm also voting for stable physics.

I realize "full" networking it not likely.

Vashner   (May 10, 2006 at 16:21 GMT)
You guys rock...

Corey Martin   (May 10, 2006 at 16:33 GMT)
@Paul

Why isn't real-time networking likely? As an early adopter I was given the impression that this would be a feature of the engine :(

John Klimek   (May 10, 2006 at 18:04 GMT)
Full networking support is one of the only reasons I bought the engine.....

Gabor Borbely   (May 10, 2006 at 20:04 GMT)
Totally Awesome!!!

Justin DuJardin   (May 10, 2006 at 21:14 GMT)   Resource Rating: 5
Re : Full Networking support - We have full networking support as outlined in the product page for TGB.

Re : Physics changes - We are feature locked on this product and have received huge feedback that people are absolutely tired of re-working already functioning parts of their games to support large, sweeping changes to the engine. We will not be making any changes to the physics before release--unless of course it is to fix functionality that is not acting properly.

[Rant]
You know, I'm not sure if you all are aware, and so I'd like to clear this up--we are but human at GarageGames.

As some of you may be aware, being human limits us to only being able to physically work 1 80-100 hour week per developer. We gladly do it because we love our community and want to provide you with the best possible product that we can.

However, responses like this, after having upset loved ones to stay late at the office for the sole purpose of getting you a release ready sooner rather than later, really kind of grinds my gears.

We try to give and give, because we value our community more than anything, but if I'm not being too bold, could you please refrain from demanding a mile every time we slave to give you an inch?
[/Rant]

Edit : Thanks to everyone for the positive feedback thus far, we're doing our best to do right by you all as best we can :)

Thanks and Cheers,
-Justin
Edited on May 10, 2006 21:15 GMT

Chris Labombard   (May 10, 2006 at 21:37 GMT)
Quote:

We will not be making any changes to the physics before release--unless of course it is to fix functionality that is not acting properly


It has never acted properly.

Don't mean to upset you Justin, but I would rather the product not be feature complete, then for it to be feature complete without a stable physics engine.

Great work to all the team !

Justin DuJardin   (May 10, 2006 at 21:45 GMT)   Resource Rating: 5
Chris, thanks for your opinion. I will ask though that you not post things like this in a public plan as there are people who have no knowledge of TGB reading this taking what you say to be true. Our physics system is a good general solution for games and has been used to ship upwards of 10 commercial games. If our physics system never worked properly no games would be shipped. Perhaps you should clarify and say what I believe you're getting at--it doesn't work how *you* think it should.

If you are having problems with this and need help to better understand how to work with the systems provided to you, we have a great community that is willing to help you in the private forums.

Corey Martin   (May 10, 2006 at 21:50 GMT)
*shrug* No need to take anything as a personal slant against the work which has been done thusfar. Anyhow, irregardless of what the product page currently reads, the early adopters were told what to expect out of Torque 2D, and real-time networking was listed. Many people have inquired about the status and eta of such a feature and were informed that it would be fourthcoming in subsequent releases.

Look, i'm not saying im not happy with TGB. I just think it seems kinda crumby to have planned on having support for an arguably major feature, and then for that feature to have been dropped and glossed over with the addition of editors. Nothing against the editors or anything, but T2D (as I knew it back in '05) worked fine without them, but no real-time network support then, is still no real-time network support now.

Anyways, congrats on locking it down for release. Here's hoping we'll see the full, original feature set implemented by the community. :P

edit:: changed 'real network support' to 'real-time network support'
Edited on May 10, 2006 21:55 GMT

Chris Labombard   (May 10, 2006 at 21:55 GMT)
Judging by the responses of John Kilmak and Paul Dana, I'm not the only person who doesn't believe the Physics engine is ready to ship, if it's unchanged from the state it was in during Beta 2. Not to mention the other people who have stated similair concerns on the boards and in irc.

It's not difficult to ship a game that doesn't use physics, or uses very basic physics. but try and do anything beyond a simple platformer, and the physics engine proves to be too unstable to use.

Rather then ask me to take my completely legitimate statement away from a public board, perhaps you could confront it with a solution.

I'm using TGB, I love TGB. I've convinced several people to purchase it. I'm not bashing it here. I simply want the physics engine that's there to be polished up as well as the rest of the engine is.
Edited on May 10, 2006 21:56 GMT

Matthew Langley   (May 10, 2006 at 22:10 GMT)   Resource Rating: 5
@Chris: I think what Justin was getting at here is not that your point may not be valid and he's definately not saying it's bad to voice your opinion and make a suggestion/complaint. He's saying this plan isn't the place for a continued and in-depth discussion on the topic. This is a public plan, you have brought up a topic that if properly responded to would need to be said in a private TGB SDK owners only area, such as the forums. So please direct your responses to there, create a new thread even, but please don't continue it here :)

Gina-Marie \"Netjera\" Hammer   (May 10, 2006 at 22:12 GMT)
I just want to say that I think GG is doing a GREAT job with TGB. It's a better product than anything out there (including a few things WAY out of its price point). Maybe I should keep up better, or maybe I'm showing my "inexcusable inexperience", but I don't really look at it and go, "It's missing this or that." I'm just happy it has what it's got. Everytime you guys add a feature, it's a pleasant surprise and I feel like a kid on Christmas, "Oooo look! It's got *insert great new prototype feature here*! This will be SO cool!"

I don't even care when it doesn't work the first time, or the first four or FIVE times. I know how hard everyone at GG works, and I know what I paid for: an EARLY ADOPTER release that's just gone to Beta. A product I paid a *fraction* of the cost of other things on the market, and which is already noticeably better. You guys keep plugging along, and take the time you need. I can wait.

Chris Labombard   (May 10, 2006 at 22:13 GMT)
Fair enough... i will continue it in a private forum and link it here.

However, I feel it directly relates, as the engine is now feature complete, when there are several owners of the engine who feel this area is not up to par.

Matt Kelly   (May 10, 2006 at 22:16 GMT)
Justin,
Thanks for the hard work, you're doing a superb job. Like you said, there have been a good amount of successful commercial games already released with even the earlier builds. I had been a blitzbasic user for a long time and I have learned to cherish the hard work from the GG developers and community, because it's impossible to find anywhere else.

I'm looking forward to seeing what else you have in store!
Matt
Edited on May 10, 2006 22:17 GMT

Chris Labombard   (May 10, 2006 at 22:23 GMT)
Here's the link to the thread in the TGB Private forums

Matthew Langley   (May 10, 2006 at 22:36 GMT)   Resource Rating: 5
@Chris: Thank you for taking this to the forums. Also, in the end what you state is not a new feature, they are fixes to currently existing features. So the point that the engine being "feature complete" has absolutely nothing to do with that.

Paul Dana   (May 10, 2006 at 22:37 GMT)
I would just like to state that my position is a bit different than Chris's. The physics that is in there now has a few different ways for how it does integration and collisions. The ways it integrates and collides now have some limitations. I would like to see those limitations removed with other modes of integration.

However that does not mean I feel that the physics that is in there now is useless for all or even most applications. Far from it.

I would also agree with the sentiment that it's better to get an official stable 1.0 release out there as a first goal and providing other (better) collision code after that. As Justin points out...there is only so many 80 hour weeks in a week. One actaully.

Jesse Hall   (May 10, 2006 at 22:45 GMT)
Awesome work fellas!

Will Zettler   (May 10, 2006 at 22:46 GMT)
Great job on the TGB, when do you think we'll see a final release going from EA/beta to end result? I was figuring by the end of the year but probs do arise. Just also wanted to say you truly do have a great engine and priced very well I think. Now just think what you save building in this engine vs a Claw style true-pro style engine... you can't beat the price. Again great work guys....

Will
dlstorminc@yahoo.com
Digital Lightstorm
http://dlstorminc.fortunecity.com
Waskom, Tx

Josh Williams   (May 10, 2006 at 23:15 GMT)
Re: physics, I replied here: www.garagegames.com/mg/forums/result.thread.php?qt=44069#336786
Edited on May 11, 2006 00:19 GMT

Chris Newman   (May 11, 2006 at 01:59 GMT)
Hey Matt, good job with the animation builder!!
Did you end up using my code as a base or just as a reference?

lol and i just noticed the image map builder too!!!!

They look alot better than the condition i left them in :)
Edited on May 11, 2006 02:13 GMT

Ben Garney   (May 11, 2006 at 07:53 GMT)   Resource Rating: 5
From one side of the engine divide to another: Congrats on hitting another milestone, TGB guys!

I don't want to rile things up here, but I do want to weigh in with two things that are important to consider when going with any middleware:

1. Torque (including TGE, TGB, and TSE) comes with full source. You can change, fix, replace, or rewrite any part of it. You are ultimately bound by your own talent and motivation, not ours. We have explicitly designed our technology and licensing so that you, the game developer, have maximum freedom to do whatever you imagine.

2. There is no shipping AAA title on the market which has not had significant tweaks done to every aspect of its codebase to make it work solidly. There is no single-A product which is tweak free. There aren't even any B-level products which have shipped on totally unmodified tech. There might be a few C-level games for which this is true. If you want to make a quality game, expect to make some tweaks. This is true if you use Torque for $80, and even more true if you license Source from Valve for a half a million. It is true if you license Havok or PhysX or Newton.

If you are building your game around a core mechanic, you have to be prepared to make that core mechanic your own. You have to - you need to be able to tweak it, customize it, break the rules to make things more fun, and so forth. If you're OK with your game not working very well, then you'll be fine just taking what's given and going with it.

With proper care and feeding, Torque is capable of being almost anything, and it's a great platform to build on. You can bend the rules a huge amount, too - consider how far some community projects have gotten without doing major C++ work. But if you can't or won't get hands on with every aspect of Torque, you're not going to get as far as someone who does.

TGB gives you a LOT of power but it's not going to make every game flawlessly out of the box with no changes at all. Nor will Source, or BlitzBasic, or Unreal, or anything else out there. Ultimately, we can't do anything more than give you the best tools we can, tools that we've used ourselves in high quality products, and put you in an environment where you can collaborate with us and others to get your idea made into reality.

I'm not saying anyone's comments aren't valid - I think that some good points are raised here - but I don't want people to fall into the trap of comparing us to a mythical product where you have unlimited potential without any drawbacks. We can only work so many double or triple shifts before we start falling asleep on our keyboards, and trust me, it's a short day when we spend less than ten hours a day working on this stuff.

Be patient, trust us, stay in touch with reality, and we'll do our best to get you awesome tools to make games (and other stuff!) with. :)

Thanks for taking the time to read this,
Ben Garney
Torque Technologies Director
GarageGames.Com, Inc.

Aun Arinyasak   (May 12, 2006 at 18:15 GMT)
This product is the best in its field.
Hope to see this little baby grow forward to perfection... :)

keep rocking guys .....best wishes for all of you

Aun

You must be a member and be logged in to either append comments or rate this resource.