TGE Browser Plugin
by Neil Marshall · 05/29/2006 (1:34 pm) · 25 comments
The TGE Browser Plugin is finally at the point where you can actually use it. I might call it Alpha or Beta soon. I'm interested in hearing stories from people using it. If you are, let me know.


About the author
#22
04/24/2008 (11:19 am)
I have no idea if anyone has done anything with it. I know instantAction now has torque running a a web browser plugin. http://www.instantaction.com/
#23
Igloader? Instant Action is only for their own site from what I understand.
I know of other engines out there that make supposedly easy to use web plugins that can port straight to the web. Does anyone know if it's doable to make a game in TGB and then use one of these other programs to for the web porting?
01/19/2009 (6:01 am)
I'm trying to figure out how to find a web plugin for TGB 2d flash mini games that's current (2006 is to old for a lot of the new browser setups from what I understand).Igloader? Instant Action is only for their own site from what I understand.
I know of other engines out there that make supposedly easy to use web plugins that can port straight to the web. Does anyone know if it's doable to make a game in TGB and then use one of these other programs to for the web porting?
#24
As a small/indie developer, I'm enticed by the capabilities of the console solutions, but all of those paths seem to specifically target large, established firms with resources, track records, and relationships to Microsoft/Nintendo/GarageGames. InstantAction is quite impressive--but I'm in a bit of a hurry to get a quote to my client, and InstantAction is still vague on pricing details. Then again, is InstantAction overkill for a 2D single-player browser-based game?
Has anyone come up with a way to port a relatively simple TGB game (e.g., a platformer) to the Web, without requiring a substantial investment of time/money/documentation and an established relationship with the pipeline providers?
01/23/2009 (5:00 am)
As a long-time TGB (and TGE, etc.) owner, I've been trying to find a web-based plugin for TGB for quite a while. The latest updates to the site in general as well as to TGB's description in particular seem promising for folks like me who've explored Flash for games but would vastly prefer the more robust and game-specific development environment of the Torque line. The product description for TGB claims a development path for consoles and "even the web," but I'm hard-pressed to see anything else.As a small/indie developer, I'm enticed by the capabilities of the console solutions, but all of those paths seem to specifically target large, established firms with resources, track records, and relationships to Microsoft/Nintendo/GarageGames. InstantAction is quite impressive--but I'm in a bit of a hurry to get a quote to my client, and InstantAction is still vague on pricing details. Then again, is InstantAction overkill for a 2D single-player browser-based game?
Has anyone come up with a way to port a relatively simple TGB game (e.g., a platformer) to the Web, without requiring a substantial investment of time/money/documentation and an established relationship with the pipeline providers?
#25
like that.,
1>------ Build started: Project: np3DPluginFF, Configuration: Release Win32 ------
1>Running the XPIDL compiler and linker for nsI3DPluginFF
1>"Step1/3 Creating d:torquesdkengineout.pluginff.releasensI3DPluginFF.h"
1>"Step2/3 Creating d:torquesdkengineout.pluginff.releasensI3DPluginFF.xpi"
1>"Step3/3 Linking XPI's into "d:torquesdkengineout.pluginff.releasensI3DPluginFF.xpt"
1>Copying Release plugin to FireFox
1>Copying d:torquesdkengineout.pluginff.releasenp3DPluginFF.dll
1> 1 file(s) copied.
1>Copying d:torquesdkengineout.pluginff.releasensI3DPluginFF.xpt
1> 1 file(s) copied.
1>Build log was saved at "file://d:TorqueSDKengineout.PluginFF.ReleaseBuildLog.htm"
1>np3DPluginFF - 0 error(s), 0 warning(s)
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
and
7>audio.cc
7>vc7fix.cpp
7>Compiling resources...
7>Linking...
7>Generating code
7>d:torquesdkenginetstsshapeinstance.cc(535) : warning C4700: uninitialized local variable 'saveBaseName' used
7>Finished generating code
7>Embedding manifest...
7>Build log was saved at "file://d:TorqueSDKengineout.VC7.RELEASEBuildLog.htm"
7>Torque Demo - 0 error(s), 59 warning(s)
========== Rebuild All: 7 succeeded, 0 failed, 0 skipped ==========
But I build and Compiling np3DPlugin the error came in my console Project Project : error PRJ0019: A tool returned an error code from "Performing registration"
1>------ Build started: Project: np3DPlugin, Configuration: Release Win32 ------
1>Copying Release plugin to FireFox
1> 1 file(s) copied.
1> 1 file(s) copied.
1>Performing registration
1>Project : error PRJ0019: A tool returned an error code from "Performing registration"
1>Build log was saved at "file://d:TorqueSDKengineout.Plugin.ReleaseBuildLog.htm"
1>np3DPlugin - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
pls can you guide me what mistake i can do in my visual stdio 2005 pro.if anyother settings to change in this project.
05/07/2009 (9:23 am)
I found this resource on how to use TGE as a browser plugin(http://tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin),if I am compiling and build the project one by one this resouce in my TGE1.5.1 ver. I'm having below result and error when I Build np3DPluginFF and Torque Demo in VS 2005 Pro no errors came.like that.,
1>------ Build started: Project: np3DPluginFF, Configuration: Release Win32 ------
1>Running the XPIDL compiler and linker for nsI3DPluginFF
1>"Step1/3 Creating d:torquesdkengineout.pluginff.releasensI3DPluginFF.h"
1>"Step2/3 Creating d:torquesdkengineout.pluginff.releasensI3DPluginFF.xpi"
1>"Step3/3 Linking XPI's into "d:torquesdkengineout.pluginff.releasensI3DPluginFF.xpt"
1>Copying Release plugin to FireFox
1>Copying d:torquesdkengineout.pluginff.releasenp3DPluginFF.dll
1> 1 file(s) copied.
1>Copying d:torquesdkengineout.pluginff.releasensI3DPluginFF.xpt
1> 1 file(s) copied.
1>Build log was saved at "file://d:TorqueSDKengineout.PluginFF.ReleaseBuildLog.htm"
1>np3DPluginFF - 0 error(s), 0 warning(s)
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
and
7>audio.cc
7>vc7fix.cpp
7>Compiling resources...
7>Linking...
7>Generating code
7>d:torquesdkenginetstsshapeinstance.cc(535) : warning C4700: uninitialized local variable 'saveBaseName' used
7>Finished generating code
7>Embedding manifest...
7>Build log was saved at "file://d:TorqueSDKengineout.VC7.RELEASEBuildLog.htm"
7>Torque Demo - 0 error(s), 59 warning(s)
========== Rebuild All: 7 succeeded, 0 failed, 0 skipped ==========
But I build and Compiling np3DPlugin the error came in my console Project Project : error PRJ0019: A tool returned an error code from "Performing registration"
1>------ Build started: Project: np3DPlugin, Configuration: Release Win32 ------
1>Copying Release plugin to FireFox
1> 1 file(s) copied.
1> 1 file(s) copied.
1>Performing registration
1>Project : error PRJ0019: A tool returned an error code from "Performing registration"
1>Build log was saved at "file://d:TorqueSDKengineout.Plugin.ReleaseBuildLog.htm"
1>np3DPlugin - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
pls can you guide me what mistake i can do in my visual stdio 2005 pro.if anyother settings to change in this project.
Torque 3D Owner Kevin Bamonte
What ever happened to this project, I see the last post was from 2006 ? My question is I'm trying to run this with TGE 1.5.2 and am getting about 20 errors, does this work with 1.5.2 ?
Thanks in advance,
Kevin