Game Development Community

Platformer Starter Kit (TGB)

by Phillip O'Shea · 02/25/2008 (9:41 pm) · 45 comments

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I am proud to announce Torque Game Builder's (TGB) Platformer Starter Kit (PSK)! The kit does not require source modifications and is available to any TGB user (version 1.5 and up)!

The PSK should hopefully be released within the next few weeks. It will include the full source, framework documentation, a small demo level and a tutorial on how to construct it.

This kit is based on the Torque X Platformer design, including all of its major features and a few more. Everything you see below is customizable. Thanks to TGB's behavior system you are able to modify nearly any setting for any object in the game, it is that simple.

Platforms

One of the most basic features of any platformer is to have platforms! The PSK sports Solid and One-Way, allowing for flat and sloped surfaces. There are also Moving, Bouncing, Falling and Conveyor platforms! The platform system has been set up with expandability in mind, if you can think of a new type, you can add it!

Ladders and Hazards

Most platform games have some kind of ladder or rope which allows characters to climb up and down, the PSK is no different. Included is an area damage hazard that deals periodic damage to your character when inside the trigger (ideal for lava or electricity fields) and will deal damage upon collision if it is a regular scene object (great for spiked floors or crushing doors).

Collectable Items

Objects are collectable by players and have been set up in a similar fashion to platforms. Adding the pickup behavior to your object will allow that object to be collected, but what sort of object it is, is up to you! The foundation for an inventory system has been set up which records the items that you've collected in your journey.

Spawn Points and Check Points

In order to improve performance, any type of object can be spawned through a spawn point. You wouldn't want the computer to process the information of the 50 enemies in your scene each frame, so you control how many there are in the scene at any given time. Check points not only record the player's respawn position, but they also record how many objects each spawned has spawned.

Sound and Animation Manager

Using TGB's sound system can be quite daunting at times. The PSK has included a sound manager which handles all of the sounds and music being played in the kit. Characters in the game are animated through the system created in the PSK. It uses a Finite State Machine to handle all of the details when changing states and supports animation transitions!

Object Manager

Conditional collisions are always a tricky aspect of any game. The PSK uses the graph group system in place in TGB, but has made it easy to manage through a new labeling system. Group types are labeled and can have parents and children types. Objects can then be told to collide with objects from specific groups. Here is a small example:

- An object is an Apple and a Fruit.
- An object is an Orange and a Fruit.
- An object is a Fruit (not an Apply or an Orange).

- An object set to collide with Apples will collide with Apples and Fruit, but not Oranges.
- An object set to collide with Oranges will collide with Oranges and Fruit, but not Apples.
- An object set to collide with Fruit will collide with Apples, Oranges and Fruit.

It is a pretty basic system, but it is a very handy tool to help with managing your scene. It means that you can have triggers or objects which affect all characters in your game, or just specific character types.

Basic AI Controller

Through the use of behaviors, characters in the world can act like players. Behaviors allow you to treat a characters body and its brain as two separate objects. This means that all you need to do is script the brain and the body will interact with the world. Included in the PSK is a basic enemy who walks side to side, but has the ability to behave like a player!

Parallax Scrollers

Parallax scrollers create a sense of depth to your game. When the camera moves, your background images can scroll at different rates. All you have to do is add the behavior, set the scroll rate and the kit will do the rest.

Final Note

This kit should provide a solid foundation for any user wanting to recreate any of the classic platformer games. Give it a go (when it is released) and I will do my very best to provide users with support in the creation of their games.

Much of this work could not have been done without the support from GG. They have been outstanding and have offered me a great deal of assistance over the past few months. Huge shout out to Derek Bronson and Thomas Buscaglia for their guidance and help.

I don't know of the pricing, but I would like to make it as accessible as possible. The kit is in its final stages and should be released within the next few weeks, however, nothing is guaranteed. I am continuing to polish the code and provide as much detail in the source as I can before release.

Phillip O'Shea
(Lead Designer)

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About the author

Head of Violent Tulip, a small independent software development company working in Wollongong, Australia. Go to http://www.violent-tulip.com/ to see our latest offerings.

#21
03/08/2008 (2:05 pm)
The final build has been submitted. It should be up this week, but no promises ;)
#22
03/10/2008 (7:16 pm)
> I would imagine it will be a similar price to the TX PSK.

> Torque X Platformer Starter Kit - INDIE License $29.95 USD

> TGB Platformer Starter Kit - Indie $49.95 USD

Ouch!
#23
03/10/2008 (8:43 pm)
Yeah - I was slightly bummed by that price as well...
#24
03/11/2008 (2:19 am)
Howdy all.

Firstly, I would like to say a huge thank you to everyone who has expressed interest in my work. I can whole heartedly sympathize with everyone who was expecting the kit to be priced at or under the Torque X version.

I was in discussion with GG regarding the pricing and we both decided that the price had to be different for two reasons. First and foremost, users will see a large amount of support for the kit. Secondly, it was developed by a third party (me =P) and not GG, so pricing had to be appropriate for both parties.

Platform games have been absent from the TGB scene since its introduction a few years back. This is because it is a difficult system to implement, period. I have included 4,000 lines of code and comments in the source alone and it has taken me 6 months of work to get it to this stage. It is not perfect, but I plan on making it as close as possible.

On to my support mission! While creating this kit I had a lot of ideas that I would have loved to implement in the first version. I then figured out that if I were to add all of these features, that the kit would take another 6 months, or more, to release. I cut down on the features, keeping it in line with the Torque X version and tried to make everything as neat as possible. I then came to the realization that I shouldn't dictate the features in the kit, you should. If the community expresses interest in a particular feature, then I will do my very best to get it up and running. Think of the kit as an ongoing project, one where you get to shape and mould into what you want.

I hope that people are not discouraged by the price and I really feel that users will see it has a great investment.

Just quickly, I have set up a page on the TDN for the kit here:
tdn.garagegames.com/wiki/TGB/PlatformerStarterKit

There are already a few little things for you and there will be more!
#25
03/11/2008 (5:27 am)
Just got the Kit! .. But...
i tried to open the PlatformerDemo project and tgb(1.7.1) is telling me its unable to open the project...... any ideas?

it seems to be a problem with the project file itself, everthing else seems okay.

Neil
#26
03/11/2008 (9:24 am)
It sounds well worth $50 with all the programming examples included. I was just hoping more around the PSK cost ($29). As I have many tools to acquire yet, my discretionary funds are quite limited at this time. I will just have to wait till later to see about it. Keep up the good work.
#27
03/11/2008 (9:56 am)
So is the TGB starter kit released?? If it is please show me the link. And by the way above ^ some1 mentioned something about an error, found in PlatformDemo? I haven't purchased the TGB pro yet i want to purchase it altogether including TGB starter kit. Is platformerDemo working with TGB?

Thank you.
#28
03/11/2008 (10:07 am)
Ajmul , you can find it here, sorry i dont know how to do the url tag thingy to make it a link.

http://www.garagegames.com/products/285/

Neil
#29
03/11/2008 (10:39 am)
I will use the psk on my Macbook but do not know how.
Can you explain me what to do, becouse just kopy the psk folder is not enough.
#30
03/11/2008 (11:21 am)
While I think it looks like a great kit. For the asking price I would defently have to see a demo or some videos of it in action to see what type of issues there are and how bad the scrolling jitter is, ect.

After shelling out $29 for the same artwork and all on the TX Kit, I am not really seeing alot of bang for the buck here. Other then the platform demo being converted to use behavors. I just have a hard time with the high price tag is all. I mean TDN has resources up on it that are easly (took 3 mins) covered over to make a basic platformer demo. (Aka the Ninja Platformer updated from 1.0 to 1.7 only took 3 mins to covert it over)

$20-$30 would have been alot more acceptable with the artwork it uses now. $50 I would have expected your own artwork instead of a rehash of what was there. It just feels like your taking advantage of the fact that noone has released any platformer resources for TGB with the $50 price tag. And I understand you plan to offer full support and all for the product. But yeah thats been said alot in the past (cough RTS Kit), Cough many other kits on on GG. But look at them now, dropped, little to no support, hasnt been updated in over 3-4 years. Only kit that has maintained a active support has been AFX - It was just released, and the lighting kit that is now a intergrated part of TGE - so its support falls right out of GG.

But thats just my opinion. Once I see your update plans and how long you take between updates, I may reconsider purchaseing it. But not tell then. $50 is just abit too much for a TGB kit with what is being offered.
#31
03/11/2008 (1:43 pm)
Thomas:

I just got on board this TGB pack and its well worth the money to me any way. You figure how long it would take you to do the same base yourself and get things up and running. Sure, it came from the Torque X side to the TGB with a little bit higher price tag, and yeah, he could have kept the same price here but figure it like this, if you hack the pack and make a game from it, and it sells like say... Mario or something good like that, then wasn't the $50 an investment? I think so. I *know* I will be getting my $50 investment back and then some from the game I'm making using this framework. It has boosted my to a point that allows me to drop in my own art, do minor tweaks on the code and bam I will have a platformer game, and it has cut down del time on the game by at least 9-12 months thanks to this pack. So please, reconsider what your saying cause in the long run its an investment not a curse to own this pack. I'm thrilled it came out when it did and looking forward to many strong sales from the framework.

Will
Waskom, Tx
#32
03/11/2008 (1:46 pm)
Neil: I think you need to update to TGB 1.7.2.

Thomas: I hope that I can live up to your expections, I will do my very best. This is my first product, and I don't plan on letting it fail.
#33
03/11/2008 (1:55 pm)
Phillip, what! when the hell did 1.7.2 come out, dam i can keep up with these minor . releases, lol. i wish they would email you when new updates come out.

kit looks good by the way, gonna be a big help in getting my game back on track.

i look forward to the updates and getting stuck in with the kit.....now off to get tgb 1.7.2..

Thanks

Neil
#34
03/11/2008 (6:41 pm)
Phillip, you may want Garagegames to recheck your EULA for your Platform kit. It appears to still reference the TORQUE X platform kit pricing in it:

"5. FEES.

(a) The Torque Game Builder "Platformer Starter-Kit" License fee for the Framework is $29.95 USD per each developer seat using or accessing the Source Code, Framework, Binary Distributable, Software Development Kit, or any associated media or assets included with Framework. There are no additional royalties due to GarageGames, and Licensee does not have to show the Games or publish the Games with GarageGames.
"

BTW, nice job on the kit. I just bought a copy.
#35
03/11/2008 (7:29 pm)
Wiley, thanks dude. I'll have to get the GG guys to modify it.
#36
03/11/2008 (10:31 pm)
Hi Phillip....I got the TORQUE X platform kit a wile back but did nothing with it....BUT this one looks great!
I'm an art guy (not a coder) so i can just drop my art work in it (backgrounds, bad guys, good guys, etc...) and it should work...right?
also will you have a behavior for the player or enemies like "shooting"?
#37
03/12/2008 (1:49 am)
Wow thanks for the conversion! Now I just gotta find away to scrounge up the extra cash. I let you know of any bumps I come across to help development.
#38
03/12/2008 (11:52 am)
Hello everybody! I have purchased and downloaded the TGB Pro, TGB Starter kit, However when ordering TGB pro i saw below there is a TGB Upgrade? Can anyone please tell me what difference would that make?

And also when i purchased TGB Pro in my download account page, i saw Torque X was available for me to download as well????

Oh by the way i came across this website called Stencyl? Its another 2D game engine, its not out yet, because i am a beginner if any TGB pro users can one day download this Stencyl Engine (and its free as well) and tell me what the Woo! Haa! and the Excitement is all about?

Thank you


A-jay
#39
03/13/2008 (3:57 pm)
Philip, i am going through the the kits tutorial and i am stuck on the spawn points (creating the dragon through the spawn point bit), in theory in a new project with platformer as the base, you can add the spawn behaviour to the dragon or any sprite and then set the target object based on the datablocks in the datablock.cs file, which is the same as the list in the 'config datablock' drop down yes? following the tutorial, i add the spawn point behaviour to the dragon, but the target object list is empty, it just says 'none', but the config datablock drop down has the 'dragonTemplate' etc . ... so i dont get it, is there something i am missing? ....... the same problem is in the demo level also, the target object list is empty, and if i click on it, it assigns 'none' and then the dragon does not spawn anymore.

any help would be appreciated.

Thanks, Neil.
#40
03/13/2008 (4:25 pm)
Neil, this is a minor problem with TGB, check out this post in the PSK forum for info on how to correct it.

www.garagegames.com/mg/forums/result.thread.php?qt=73018