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Action Puzzler Prototype
Action Puzzler Prototype
| Name: | Richard Foge | ![]() |
|---|---|---|
| Date Posted: | May 31, 2006 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for Richard Foge |
Blog post
During my non-drinking and BBQ-ing time this weekend I managed to put together the beginnings of an idea that I had while I was down at E3 for a multiplayer, competitive action puzzler.
Nothing horribly awesome, but it's going the way I want. Currently you just get 3 adjacent pieces to match color to get them to dissolve. Mixed in some ideas from the awesome Devil Dice, (which I played the hell out of back in the day), where the pieces don't fade instantly, but stick around for a few seconds so that you can add additional pieces to them.
Using bits and pieces of script from everywhere, lots from the RTS Tuturial. Special thanks to the originators and maintainers of that tutorial, it's the BEST.
Also using Nauris Krauze's Puzzle Art Set, which looks great like all his stuff does.
Before I get into the other mechanics I'm going to spend some time punching it up, get some sweet particles going, some sounds, etc. Basically do the "make the gun feel awesome in an empty room' step. I'm really thrilled with how easy this was to put together, all done in Torque script and the base TGB engine, I can't wait to see the locked down version coming up!

p.s. If you're new to TGB you should really, (really!), check out the RTS Tutorial on TDN. You'll be using pieces of that for all kinds of cool stuff.
p.p.s I haven't forgotten you, my beloved card game. I'm just... I need some space, alright?!? And the puzzler doesn't nag me all the time!
Nothing horribly awesome, but it's going the way I want. Currently you just get 3 adjacent pieces to match color to get them to dissolve. Mixed in some ideas from the awesome Devil Dice, (which I played the hell out of back in the day), where the pieces don't fade instantly, but stick around for a few seconds so that you can add additional pieces to them.
Using bits and pieces of script from everywhere, lots from the RTS Tuturial. Special thanks to the originators and maintainers of that tutorial, it's the BEST.
Also using Nauris Krauze's Puzzle Art Set, which looks great like all his stuff does.
Before I get into the other mechanics I'm going to spend some time punching it up, get some sweet particles going, some sounds, etc. Basically do the "make the gun feel awesome in an empty room' step. I'm really thrilled with how easy this was to put together, all done in Torque script and the base TGB engine, I can't wait to see the locked down version coming up!

p.s. If you're new to TGB you should really, (really!), check out the RTS Tutorial on TDN. You'll be using pieces of that for all kinds of cool stuff.
p.p.s I haven't forgotten you, my beloved card game. I'm just... I need some space, alright?!? And the puzzler doesn't nag me all the time!
Recent Blog Posts
| List: | 11/23/06 - TGB Combat Editor 05/31/06 - Action Puzzler Prototype 05/06/06 - New Project 05/06/06 - Weapon Balance 05/04/06 - Free Textures 05/04/06 - Networking Fun |
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Submit your own resources!| Nauris Krauze (May 31, 2006 at 07:13 GMT) |
Good luck with your game :)
| Matthew Langley (May 31, 2006 at 15:06 GMT) |
(glad you're also getting use out of the RTS tutorial, it's a beast and think it scares off a lot of TGB users lol... btw big thanks to Ricky who has updated it to work with the latest versions since I created it a while back)
Edited on May 31, 2006 15:11 GMT
| Richard Foge (May 31, 2006 at 20:43 GMT) |
@Matthew - The RTS tutorial definitely required all of my attention, but I don't think I would have gotten my head around some of the key concepts of Torquescript's inheritence, namespaces, and class without it! (Not that I have any of that completely down, but I understand it a whole lot better than I used to:) )
Also the selection framing is such a ubiquitous need in any game. The first thing I grab whenever I start up a new prototype are the RTS mouse selection scripts. Mounting dynamic guis, the healthbars, etc. Definitely the tutorial that I've used the most. The latest update threw some things out of wack, but the scripts all still work. Though it took me a while to figure out why my scriptObject inheritence wasn't working :)
Ooh, and piecing together eval strings, I use that ALL the time. So handy.
Definitely want to hook a demo up of this at some point. I'm also debating making it a tutorial if it doesn't end up evolving into a full-fledged game.
Thanks for the feedback!
| Phil Loaiza (Nov 24, 2006 at 16:48 GMT) |
I can't find a copy of the Nauris Krauze's Puzzle Art Set anywhere.
Does someone have a working link to download it from?
Thanks,
Phil
| Richard Foge (Nov 24, 2006 at 21:10 GMT) |
You may have to set up a login to get to it, but you have to have access to TDN in order to be able to, I thin k.
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