Plan for Josh Williams
by Josh Williams · 02/22/2005 (9:21 pm) · 111 comments
Okay, time to prime the pump here some more. :) Melv and I couldn't resist posting some screens of the T2D demos we've been working on. Check out the pics below!
These demos are just simple, simple little examples of what Torque 2D can do. "Demo in a day" is a good way to describe 'em. None of them are anywhere near being games, but they look great, thanks to some extremely talented artists: Craig Fortune, Nauris Krauze, and Matt Mitman. These guys are incredible. For your viewing pleasure, may I present screens from the Torque 2D demos!
Simple "grav gun" demo:

Every engine today is trying to show off their physics, with grav guns and pachinko machines, and blah blah. Grav guns are easy, as our little hero Flegg demonstrates in this demo. And check out those particle effects! Melv does amazing things w/ T2D's particle system, but I bet it won't be long after release before someone out there is even better with it than he is. The great looking art you see here was provided by Craig Fortune and Nauris Krauze, of De-railed. These guys amaze me.
Simple pool demo:

This is a little pool "game" (not quite a full game, but you can knock balls around). Art by Matt Mitman, thanks *tons* Matt! My real-life pool game has improved by about 10x since we started working on this thing. And, I have to be honest, T2D has probably been delayed a little, due to time lost playing this thing. ;)
Simple undersea scene:

Next, a little undersea screen-saver type demo. This screenshot doesn't really do it justice. Melv created some *fantastic* dynamic lighting effects for this thing. Melv's friend Craig Ball helped out with this demo, and the great art was produced by Craig Fortune and Nauris Krauze of the De-railed team, with a little help from Jeff Gran, a talented intern here in the office. Thanks guys!
Checkers!

The best-looking checkers game ever created? ;) If so, it's thanks to Nauris and Craig once again! These guys rock. Pat Wilson did most of the coding for this game, thanks Pat! This demo is still being worked on, it'll have some cool features that aren't displayed in this pic yet.
Side-scrolling shooter:

None of these demos have much gameplay at all, they're really just meant to show off a little bit of what Torque 2D can do. But Melv has been cranking away on this Mars attack shooter, and it's actually pretty fun to play. I guess earlier today Melv's whole office had a big high score competition for this one. You get power-ups like triple-shot, shields, and side-kick ships, and your goal is to destroy the swarms of enemies that fly your way. This demo has been totally re-coded since IGC, but it was originally written in < 9 hours by Pat, who it should be clear to everyone by now, rocks. Nate Feyma and Alex Swanson created this great art, thanks guys!
So there you have it. :) T2D is just around the corner! None of these demos took more than a dozen hours or so of coding, so T2D really lets you focus on game design and art. I can't wait to see what everyone does with this thing! Let's launch this puppy!!
And once again, many, many, many thanks and congratulations to Melv for all his hard work on T2D. Melv, it has been an utter pleasure working with you. With the help of the awesome community around here, I'm sure this thing is going to be worth all of the hard work we've put it on it. It's gonna feel great to see all the work put to use in helping people make cool new games!
For technical info on T2D, see my ridiculously long informal tech overview .plan: T2D core classes, and T2D core systems. Or.. just pick T2D up in a few days, and see for yourself!
These demos are just simple, simple little examples of what Torque 2D can do. "Demo in a day" is a good way to describe 'em. None of them are anywhere near being games, but they look great, thanks to some extremely talented artists: Craig Fortune, Nauris Krauze, and Matt Mitman. These guys are incredible. For your viewing pleasure, may I present screens from the Torque 2D demos!
Simple "grav gun" demo:

Every engine today is trying to show off their physics, with grav guns and pachinko machines, and blah blah. Grav guns are easy, as our little hero Flegg demonstrates in this demo. And check out those particle effects! Melv does amazing things w/ T2D's particle system, but I bet it won't be long after release before someone out there is even better with it than he is. The great looking art you see here was provided by Craig Fortune and Nauris Krauze, of De-railed. These guys amaze me.
Simple pool demo:

This is a little pool "game" (not quite a full game, but you can knock balls around). Art by Matt Mitman, thanks *tons* Matt! My real-life pool game has improved by about 10x since we started working on this thing. And, I have to be honest, T2D has probably been delayed a little, due to time lost playing this thing. ;)
Simple undersea scene:

Next, a little undersea screen-saver type demo. This screenshot doesn't really do it justice. Melv created some *fantastic* dynamic lighting effects for this thing. Melv's friend Craig Ball helped out with this demo, and the great art was produced by Craig Fortune and Nauris Krauze of the De-railed team, with a little help from Jeff Gran, a talented intern here in the office. Thanks guys!
Checkers!

The best-looking checkers game ever created? ;) If so, it's thanks to Nauris and Craig once again! These guys rock. Pat Wilson did most of the coding for this game, thanks Pat! This demo is still being worked on, it'll have some cool features that aren't displayed in this pic yet.
Side-scrolling shooter:

None of these demos have much gameplay at all, they're really just meant to show off a little bit of what Torque 2D can do. But Melv has been cranking away on this Mars attack shooter, and it's actually pretty fun to play. I guess earlier today Melv's whole office had a big high score competition for this one. You get power-ups like triple-shot, shields, and side-kick ships, and your goal is to destroy the swarms of enemies that fly your way. This demo has been totally re-coded since IGC, but it was originally written in < 9 hours by Pat, who it should be clear to everyone by now, rocks. Nate Feyma and Alex Swanson created this great art, thanks guys!
So there you have it. :) T2D is just around the corner! None of these demos took more than a dozen hours or so of coding, so T2D really lets you focus on game design and art. I can't wait to see what everyone does with this thing! Let's launch this puppy!!
And once again, many, many, many thanks and congratulations to Melv for all his hard work on T2D. Melv, it has been an utter pleasure working with you. With the help of the awesome community around here, I'm sure this thing is going to be worth all of the hard work we've put it on it. It's gonna feel great to see all the work put to use in helping people make cool new games!
For technical info on T2D, see my ridiculously long informal tech overview .plan: T2D core classes, and T2D core systems. Or.. just pick T2D up in a few days, and see for yourself!
About the author
#83
A question... I know you can have as many viewports (cameras - whatever you call em) of the 2D world as you want... can zoom them in all you want, even look at the same thing with different zooms on different ports.... can you rotate a port ? I guess adding the code for that myself shouldn't be that hard if you couldn't though.
02/25/2005 (3:42 pm)
@Melv or Josh:A question... I know you can have as many viewports (cameras - whatever you call em) of the 2D world as you want... can zoom them in all you want, even look at the same thing with different zooms on different ports.... can you rotate a port ? I guess adding the code for that myself shouldn't be that hard if you couldn't though.
#84
02/25/2005 (5:24 pm)
Yes Matt, you can rotate views out of the box. :)
#85
02/25/2005 (7:07 pm)
Hmm, still no answer as to whether this engine is limited to missions like the restriction on TGE .. I'm setting aside the $80 right now so I can buy this puppy as soon as it comes out.
#87
Re: missions.. there are no missions in T2D.
02/25/2005 (7:16 pm)
Thanks for the nudges guys. :) Trying hard here...Re: missions.. there are no missions in T2D.
#88
"Thanks for the nudges guys. :)"
most other people probably would curse us to damnation lol
02/25/2005 (7:20 pm)
now theres a humble guy for you"Thanks for the nudges guys. :)"
most other people probably would curse us to damnation lol
#89
To be honest, I think the incoming notification email beeps are the only thing that keeps you awake.
All the wheels are turning over here guys/gals and Josh is a man possessed!
- Melv.
02/25/2005 (7:27 pm)
When you've been awake for over 30 hours you can't argue.To be honest, I think the incoming notification email beeps are the only thing that keeps you awake.
All the wheels are turning over here guys/gals and Josh is a man possessed!
- Melv.
#90
"Melv 'mother' May"
with more humility...
gotta love the GG crew
02/25/2005 (7:34 pm)
and here is "Melv 'mother' May"
with more humility...
gotta love the GG crew
#91
02/25/2005 (7:35 pm)
Hats off to you guys for all the hard work youve put into T2D, for keeping us up to date, and for putting up with our incessant nudging and prodding!
#92
On a totally unrelated not i.e. not T2D related.....just wanted to ask....er why (in your profile photo) do you look like you are plotting the camera mans very painful demise?
....just curious ;o)
02/25/2005 (8:18 pm)
@JoshOn a totally unrelated not i.e. not T2D related.....just wanted to ask....er why (in your profile photo) do you look like you are plotting the camera mans very painful demise?
....just curious ;o)
#93
02/25/2005 (8:48 pm)
I was upset because standing there to have my picture taken was taking time away from working on T2D. ;)
#94
02/25/2005 (8:49 pm)
Oh, I've got a mission for T2D, alright!
#95
Although I am curious to ask about editors though. With there being no binary version and wanting people to buy the engine, are we going to be allowed to add some form of level editor to our games?
Ok, now I swear it's time to leave them alone
Edit: I may go to the conference this year just to shake your hands. Everythink looks great and I can't wait to play around with it!
02/25/2005 (10:30 pm)
Ah it's time to leave these boys alone and let them do what they do best.Although I am curious to ask about editors though. With there being no binary version and wanting people to buy the engine, are we going to be allowed to add some form of level editor to our games?
Ok, now I swear it's time to leave them alone
Edit: I may go to the conference this year just to shake your hands. Everythink looks great and I can't wait to play around with it!
#96
:o)
:o/
:o}
:o\
02/25/2005 (10:49 pm)
Yea I'm off to bed after spending an hour looking at my old games collections (got some classic arcade boards I plan to pinch a few ideas from)....:o)
:o/
:o}
:o\
#97
Ah but to dream.
- Melv.
02/25/2005 (10:54 pm)
Ahhh bed. What does that do exactly? I hear you people get to do that sleep thing?Ah but to dream.
- Melv.
#98
Here's something which I just realised I haven't posted before that might be interesting to you which shows you an early T2D running multiple scenes inside the stock TGE FPS demo.
T2D inside T3D.
Very old but interesting still.
- Melv.
02/25/2005 (11:41 pm)
Okay, taking a 30 min break here.Here's something which I just realised I haven't posted before that might be interesting to you which shows you an early T2D running multiple scenes inside the stock TGE FPS demo.
T2D inside T3D.
Very old but interesting still.
- Melv.
#99
because the way licensing works (correct me if I'm wrong)... TGE you need license if your using source... so say I am the source editor and the rest of my team will just use scripts... I'm the only one who needs a license....
will this be the same with T2D ? if I just give them the binary and scripts... or do I need to buy an $80- 100 license for each of them since no T2D binary version is released for free...?
02/25/2005 (11:42 pm)
Question just thought up in my head...because the way licensing works (correct me if I'm wrong)... TGE you need license if your using source... so say I am the source editor and the rest of my team will just use scripts... I'm the only one who needs a license....
will this be the same with T2D ? if I just give them the binary and scripts... or do I need to buy an $80- 100 license for each of them since no T2D binary version is released for free...?
#100
because T2D runs in a gui... and it uses scripts to interface (obviously)... theoretically to interface 3d interaction wiht the 3d Gui could be done passing info back and forth with scripts ?
02/25/2005 (11:53 pm)
Nice Demo Melv !!! ...because T2D runs in a gui... and it uses scripts to interface (obviously)... theoretically to interface 3d interaction wiht the 3d Gui could be done passing info back and forth with scripts ?
Torque Owner Peter Dwyer
Prod...Prod.....naw he's out of it......I'll try Josh
@Josh
Prod.....Prod....PROOOODDDDDD......Thud....er....um.....* Rolls sleeping Josh under the nearest rug*