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Johnathon's Blogs

Using Scripts with XNA

I decided to put together a video demonstration showing Managed Scripting working with XNA projects.

Author Johnathon Date 11/18/2009 (9:51 am) Comment 0 comments

Managed Scripting Engine Beta

After 6 months of developing on it, I've finally released the beta for a .NET scripting engine that can be used with Torque X for runtime compiling.

Author Johnathon Date 11/13/2009 (5:56 am) Comment 4 comments

Managed Scripting Post 3

It's finally ready for a beta release, with everything buttoned up but the documentation. With that being said I recorded some videos to demonstrate the engine in action.

Author Johnathon Date 07/27/2009 (12:44 am) Comment 0 comments

Managed Scripting Post 2

Yesterday I demonstrated how to use the scripting engine to compile users scripts for use during your application/games runtime. Today I will show how to load the assembly during runtime, instance a script/class and invoke it's method.

Author Johnathon Date 07/03/2009 (1:29 am) Comment 0 comments

TXScript + DotScript Update; Re-named to Managed Scripting

TXScript & DotScript have underwent a lot of changes in the last month since my previous post. Scripting for Torque X isn't that far away!

Author Johnathon Date 07/01/2009 (10:48 pm) Comment 2 comments

TXScript Diary 2

DotScript 4 Torque X seemed like to much of a mouth full to say and type, so I gave it an official name. TXScript. Which btw, is working and useable. However I am still working on better integration with Torque X so it can take full advantage of what Garage Games has to offer.

Author Johnathon Date 05/18/2009 (8:15 pm) Comment 2 comments

Torque X + DotScript = Torque Goodness

DotScript 4 TorqueX seeks to add scripting support to TorqueX projects, allowing PC-based projects to perform dynamic C# script compiling, and both XBox and PC projects to Instance Types during the games runtime, with Method Invoking and Property Access performed on the fly.

Author Johnathon Date 05/14/2009 (1:29 am) Comment 3 comments

My First iPhone Project Day 2

Development has started, with my project being based off the fps starter kit. Today I post some general ideas on what kind of game I am wanting to build, the progress I achieved during the first 4 hours of development and additional thoughts on creating an iPhone game.

Author Johnathon Date 05/06/2009 (10:54 pm) Comment 7 comments

My first iPhone Project

Building a game for the iPhone is certainly not a cheap and quick venture. Considering the cost of an iMac if you do not have one, the $100 Apple Developer fee, then the fact that you must develop your own engine/tools/game using Cocoa, or using existing technology like iTGE, iTGB or Unity... Any of which will run you an additional $500+

Author Johnathon Date 05/05/2009 (10:10 pm) Comment 8 comments

Airhead Gaming goes live

I have spent the last couple of weeks re-working the http://airheadgaming.com, having dropped my previous content management systems for a different setup. I am still working on set...

Author Johnathon Date 01/07/2008 (4:12 am) Comment 5 comments

Airhead Gaming

I spent the last week purchasing a domain and hosting server from godaddy, and getting my companies website setup. It's still needs some work done to it, but at the moment it is at least a functioning...

Author Johnathon Date 12/08/2007 (8:34 pm) Comment 3 comments

Solitaire *Work in progress*

I downloaded and messed with the http://www.garagegames.com/products/torque/tgb/ demo and found that it was surprisingly easy to use. So I decided to see if I could get ...

Author Johnathon Date 11/29/2007 (2:12 am) Comment 6 comments

New direction

My current project is still currently in the design phase, as I don't have a story line started, don't really have any idea on what kind of environments I want the game to take place in and the style ...

Author Johnathon Date 11/18/2007 (9:27 pm) Comment 0 comments

Mission Load Stage 2 endless loop

I started on a new project today, one that will use the common scripts that are shipped with Torque, and the creator scripts. I will continue working on my 'common-less' script project when I have tim...

Author Johnathon Date 11/16/2007 (2:25 am) Comment 1 comments

Simple backup script

I wrote a simple little windows batch file that would backup my project to my server, however you can use it to copy it to your local hard-drive as well. [code] net use b: \\domainName\UserName [i...

Author Johnathon Date 11/11/2007 (10:26 pm) Comment 20 comments

Creating a canvas

Wow, I've done quiet a few things since my post on creating a http://www.garagegames.com/blogs/100628/13831 , so this post will be a little lengthy. I'm going to try and keep...

Author Johnathon Date 11/08/2007 (9:48 pm) Comment 3 comments

A Basic console

Well I was actually pretty surprised at how quick I was able to get a blank slate ready with the Torque Script. I thought I would share what code I had wrote to get it up and running. root main.cs ...

Author Johnathon Date 11/08/2007 (12:36 am) Comment 3 comments

Creating a blank sheet

I started reading through my Game programming All-In-One book last night and found that it would be nice to have a complete blank slate to work with. So I'm going to start working on getting the torqu...

Author Johnathon Date 11/04/2007 (9:41 pm) Comment 3 comments

Soakin in existing knowledge

I just purchased the TGE last night and have spent a little bit of time messing around with it. I have known about TGE since it was first released, but just never had the time or the finances to spend...

Author Johnathon Date 11/04/2007 (12:11 am) Comment 4 comments