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The plunge.

The plunge.
Name:Christian Rademan 
Date Posted:Aug 23, 2007
Rating:Not Rated
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So I finally took the plunge and bought an indie license for TGB. I am quite disapointed at the lack of beginner documentation. The tutorials that are included are fine. But not if you want to start scripting right away. And sifting through the forums for misc info is not my idea of fun. But still. I am enjoying the experience.
I decided to create a Pacman clone as my first game. I have tried developing it before. From scratch. With c# and some graphics libraries. Boy was that a headace. The kind of tingly headace caused by millions of braincells performing a communal harikiri. So hopefully now with TGB it will be easier.
I am going to stick with pacman untill I finish it. A straight clone. No bells or whistles untill I am finished. Form main menu to scoreboard. I have trouble finishing projects. I think if I rolled all my unfinished projects into one giant ball it would come alive and destory life as we know it. Shooting pottery from its eyes and
leaving giant oil paint tracks. Boahahahaahaha.

Recent Blog Posts
List:10/19/07 - Grandpa Games Project
08/23/07 - The plunge.

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Loler   (Aug 23, 2007 at 06:43 GMT)
sounds great, I personally don't own TGB (yet), I've heard it's good, and I hope you'll find it up to expectations. I've found the same thing as you with the documentation of TGE. It has super beginner tutorials and good reference docs, but no real intro scripting lessons.

I found that plying the forums helps, and the IRC chat can be a great help as well, if you manage to badger anyone into helping you ;). In general, just keep at it and how the language works will start to click eventually.

Amen to simple projects that get finished! I think I have over a dozen skeleton games on various computers...

Loler

Nikhil Sharma   (Aug 23, 2007 at 12:37 GMT)
"It has super beginner tutorials and good reference docs.."

Where? Unless you are talking about 2 books everyone recommends purchasing..

Novack   (Aug 23, 2007 at 13:32 GMT)
Man, good luck.
Your phrases make me laugh for about ten minutes after I read your post.
Edited on Aug 23, 2007 13:32 GMT

David Montgomery-Blake   (Aug 23, 2007 at 14:28 GMT)
@Nikhil
http://www.garagegames.com/developer/torque/tge/

The MinApp tutorials are especially helpful.

EDIT: URL'itizationz!
Edited on Aug 23, 2007 14:28 GMT

Stephen Zepp   (Aug 23, 2007 at 20:43 GMT)
Edit: While it may sound like it, this isn't a put down for the blog poster, but simply an observation for discussion.

It is extremely important for beginners to realize that game development is hard. People look at "old school" games, such as the poster's "Pac Man", and seem to think that "hey, they did this 30 years ago, it should be easy", and expect it to magically flow--and that simply isn't the case.

Engines, Game Design/Development Tools, SDK's, API's, libraries, and managed languages help, but fundamentally games are extremely complex interactions of user inputs, logical systems, and user outputs that require complex analysis, well reasoned design, and experienced implementation for success, and regardless of how powerful a tool is (or is not), you still need to fundamentally understand the underlying design challenges of an event- or state- driven simulation, and be able to concisely describe, design, and implement game logic to successfully implement any "vision"--and as much as tools and engines can simplify some aspects of game development, it's important to understand from the beginning that when it comes down to it, developing a game is just as challenging as developing any other application--it takes hard thought, hard work, and a ton of patience for success.

Rasmus Boserup   (Aug 23, 2007 at 21:59 GMT)
I've removed my post since only half of my comments get posted on GG :-( Some sort of technical error.
Edited on Aug 23, 2007 22:06 GMT

Kevin James   (Aug 24, 2007 at 12:44 GMT)
Stephen is quite right. I've had a skeleton Galaga clone sitting on my computer untouched for about a month now. Why? Because while developing games is hard, making games as a one man team is even harder, and it can be depressing when people don't jump up and down for joy at the first demo.

That said, I would recommend getting a team created; but not over the internet, that just doesn't work.

Christian Rademan   (Oct 09, 2007 at 09:17 GMT)
Ok. So I have a pacman clone that is about 80% complete. It can best be visualized as a buffalo calf that was born 3 seconds ago and now has to learn to walk in the next 3 seconds because of that furry thing skulking in the bushes over there.
In other words it still has a few teething problems.
Mainly because I come from a background where stuff happens one after the other. This whole event business took a little getting used to. I don't recommend Pacman as a starter project. Since TGB is event driven and pacman is mostly a state-driven game.
Its coming along though. My Ghost AI is about as sharp as a play dough nail but they get the job done. Eventually.
"Oh no! The Ghosts are coming! No. Wait. They turned around. Never mind."
They are my little blobs of retarded menace. *

@Stephen Yes. Being a one man band is hard. Playing the harmonica and banging on a drum at the same time is no picnic. I can tell ya. Doing graphics, sound and all the coding yourself can be a daunting task.
The problem is that not many people get excited when they hear the words "Pacman clone."

I plan on posting the game here including scripts and some kind of tutorial thing on why I did the things I did.

*Note. Comments maybe affected by frustration and or caffeine overload.
Edited on Oct 09, 2007 09:20 GMT

Wes - ToadTrip   (Apr 23, 2008 at 06:11 GMT)
Hi Christian, sounds like you're going well. I was looking through the forum for information on the EventManager object that is hidden in TGB and am wondering if you had any luck getting it to work? I'm referring to this thread here:

http://www.garagegames.com/mg/forums/result.thread.php?qt=66936

I can't get it to work, and cannot find any documentation anywhere on the site/TDN. Seems like a pretty simple class to use, but when I call "postEvent" it crashes. I wish to use this class from time to time as it's certainly more preferable than having objects being monitored on a frame-by-frame basis.

Hope you're project(s) are still steaming along well!

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