Game Development Community

dev|Pro Game Development Curriculum

Something to look forward to...

by Thomas Buscaglia · 04/09/2007 (10:15 pm) · 16 comments

Hey, guys. I realized I haven't written a .plan in a little bit, so I thought I'd take this opportunity to let you guys in on a little bit of what I've been working on. And this time: more pictures and less complaining about being sleepy! First up, the top-secret project I've been working on...

A lot of you guys in the community know about it already, or at least know it's been in the works, but it's just about out the door so it seems safe enough to officially let you guys in on it. Without further adieu...

farm1.static.flickr.com/207/453510355_bd9a54f68b.jpg?v=0
That's right, a full-blown platformer starter kit for Torque X. Too good to be true? Yes! But it's still true, and it's pretty sweet if I do say so myself. Some of the highlights of the kit are: full state-based platformer physics, pickup and inventory systems, actor control layer and AI foundation, a simple checkpoint system, parallax scroller manager, a simplified sound management system that's integrated with the actor animation manager, a nearly-full-game demo built on the framework (art and sound assets included), and of course full source.

farm1.static.flickr.com/184/453510351_094b644dd8.jpg?v=0
For those of you are already in the throes of Torque X development, rest assured that all the functionality in the kit is put together using that sweet TX component system we've all come to know and love. Starting a new platformer project will be as easy as selecting it from a list.

farm1.static.flickr.com/181/453510353_1b52a49643.jpg?v=0
Other than the starter kit, I've also been working on polishing off some sweet feature additions to the 2D side of Torque X for the post-1.0 release. Most exciting are the additions of cell and key materials to Torque X, the addition of TGB-like animation controls for the camera, and the expansion of some of the animated sprite controls.

farm1.static.flickr.com/203/453510357_fc3a60de68.jpg?v=0
Above you can see a static sprite, tile layer, animated sprite, and several particle effects all using the same celled material.

farm1.static.flickr.com/217/453515411_03b11dfb98.jpg?v=0
And here you can see the results after a few calls to the camera to animate its position, zoom and rotation.

Unfortunately the changes to animated sprites all have to do with how they animate, so pictures wouldn't really show off the changes very well. Basically, you'll be able to interrupt an animation with another temporary animation and let it resume from where it was (or at any point) once the new animation is over. You can also queue up an unlimited number of animations on a single sprite. It's also possible to generate a cue to represent the current animation state of a sprite at any time which you can later use to reload that animation as it was being played.

That's about all I can really talk about for now. If you want a closer look at the platformer kit, there's a somewhat boring video on youtube of some out-of-box level building with the kit slightly sped up to be slightly less boring.

About the author

Formerly GarageGames designer and gameplay/engine programmer of 5 years. Founder and President at Flying Mongoose Labs, Lead Gameplay Engineer and Senior Designer at LumaArcade, head of the Las Vegas chapter of the IGDA.


#1
04/09/2007 (10:32 pm)
@Thomas, a while back their was talk in the TGB Forums about a GG supported 'platformer framework', which, when it was spoken about ... was referring to TGB and not TGBX (which was not even announced at this point, I don't think) ... is this what they were actually talking about? Is their any chance this will be ported to TGB ... ?

Oh and ... great job!
#2
04/09/2007 (10:34 pm)
Thomas this platfomer starter kit is greate idea I think we need a similar one for TGB so can you port it to TGB?

and can we have the design notes or design document for this game?

thanks in advance
#3
04/09/2007 (10:56 pm)
That is sweet. It makes me wish I could work on 3 different projects at the same time.
#4
04/09/2007 (11:15 pm)
Very very cool!
#5
04/09/2007 (11:31 pm)
Cool stuff! I'd love to see a TGB version since I'm not too familiar with C#.
#6
04/09/2007 (11:42 pm)
@David & Firas: The TGB platformer starter kit was something I was working on in my spare time a while back, which I guess made me a good candidate to work on the Torque X kit. We've been wanting to start porting the Torque X kit back to TGB but there are some things that we'd like to see happen on the TGB side before we do that. Mainly, we want to port the Torque X 2D components over to TGB.

Once the underlying 2D components are ported, it'll be a snap to port the starter kit itself (not to mention the fact that it should solve a whole slew of irritating problems with TGB in general - including a whole lot of the quirks with the physics and collision system some of you guys have been noticing).

I'm not sure if this is something we've talked about openly yet, but Pat Wilson has spent some time getting the C++ tech component-friendly, so it would just be a matter of finding time to make it happen. Unfortunately, that's easier said than done at the moment. We've got a pretty intense schedule lined up, so it could be anywhere from a month to a year before we'll have time to start working on it. If there is enough demand for it in the community it might speed up the time frame. Otherwise, it would most likely be a little further down the road.

If it starts looking like it won't happen we might just hand out the older TGB starter kit in it's unfinished state to everyone and open it up as a community project until we have time to port the finished one back to TGB. That's entirely speculative, though.
#7
04/10/2007 (12:29 am)
@Tom Bentz - Learn C#.... you'll love it. :)
#8
04/10/2007 (5:26 am)
"If it starts looking like it won't happen we might just hand out the older TGB starter kit in it's unfinished state to everyone and open it up as a community project until we have time to port the finished one back to TGB. That's entirely speculative, though."

That's a nice idea ;)
Up it on TDN and let people solve the bugs together!

I know I would appreciate it anyways :)
#9
04/10/2007 (10:50 am)
I've been playing the demo level more than almost any other full-fledged game over the last few months. And that's not just because Thomas made me.
#10
04/10/2007 (10:58 am)
I <3 Platformer Kit.
#11
04/10/2007 (3:47 pm)
Sweet, i'm excited about the celled image and camera support. Keep up the good work, the kit rocks :D
#12
04/11/2007 (8:16 am)
Quote:Basically, you'll be able to interrupt an animation with another temporary animation and let it resume from where it was (or at any point) once the new animation is over. You can also queue up an unlimited number of animations on a single sprite.

Ah! That's exactly what I need! *slips some cash to get 1.0 to the GGTP or closed beta group early*

www.linkedin.com/img/webpromo/btn_viewmy_160x25.gif

www.mmogamedev.info/images/imgdc_ad1.gif
#13
04/11/2007 (4:43 pm)
@Jonathon: Actually, these are post-1.0 changes, so those of you in the closed beta groups likely won't see it until 1.0 ships 'cause testing 1.0 is higher priority. As soon as it ships I would imagine the post-1.0 stuff would go right out to you guys, which would include some 2D improvements (these changes and others) and probably a lot of the 3D stuff.
#14
04/11/2007 (4:52 pm)
Quote:probably a lot of the 3D stuff.

I'd name my first born after you.. oh, wait, i already have a first born. I'd name my second born after you.. damnit, got 2 already. Fine, you can pretend I named my first born after you.
#15
04/12/2007 (2:37 pm)
Jonathon - I already named my second born after him! Well actually I already named him my second born...ummm...oh hell, nevermind. This is just getting too confusing.

Tom B
#16
04/30/2007 (1:10 pm)
kit Looks wonderful, I was about to begin working on one myself - any idea of release?


C#, XNA, and TGBX together are awesome!