RPG progress and new font tool
by Joe Rossi · 08/09/2007 (9:55 pm) · 1 comments
For those having trouble with TGB fonts I have uploaded a TGB addon to the resources section. It makes the process of editing font images and creating/importing cached fonts a bit easier. All the fonts in the below images were created with the help of this tool. It will probably only work for TGB 1.5, but you get the source so you can probably figure out how to modify it for 1.3 if you need to.
Get it here:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13348
I know I haven't shared much about the game I'm working on. I think it will be an RPG, but the system I developed can also be used for a TGC, or any other game with lots of rules. So I'm keeping it flexible, hoping to reuse the system for all of my future games. It's written in about 50% Lua, 50% TorqueScript (using my Lua<->TGE bridge).
A little about how it works... Each object has an Lua coroutine for logic, and a TGB object (sprite or 3D model). They're tied together by name, so I can do anything TGB can do to the object from Lua. There is a message system so that each object can "see" what goes on in battle, and trigger events as needed. Each spell is a small Lua script with functions that control it. Spell selection from a menu is working, even multiple targets per spell. Each spell decides what a valid target is for itself. I made a "Phoenix Down" spell that really works! :D When a spell is cast it will play a sequence of animations/particles etc and move on to the next objects turn. I also have items working (similar to spells) and I'm currently coding the equipped item system.
Besides the battle part I also have a working dialog system with scrolling text, and other random pieces of the game partially done. I will most likely use the Adventure Kit for my maps, and license as many content packs as I can afford to help me with graphics and sounds.
Here are a couple of screens (excuse the placeholder/programmer art).


Get it here:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13348
I know I haven't shared much about the game I'm working on. I think it will be an RPG, but the system I developed can also be used for a TGC, or any other game with lots of rules. So I'm keeping it flexible, hoping to reuse the system for all of my future games. It's written in about 50% Lua, 50% TorqueScript (using my Lua<->TGE bridge).
A little about how it works... Each object has an Lua coroutine for logic, and a TGB object (sprite or 3D model). They're tied together by name, so I can do anything TGB can do to the object from Lua. There is a message system so that each object can "see" what goes on in battle, and trigger events as needed. Each spell is a small Lua script with functions that control it. Spell selection from a menu is working, even multiple targets per spell. Each spell decides what a valid target is for itself. I made a "Phoenix Down" spell that really works! :D When a spell is cast it will play a sequence of animations/particles etc and move on to the next objects turn. I also have items working (similar to spells) and I'm currently coding the equipped item system.
Besides the battle part I also have a working dialog system with scrolling text, and other random pieces of the game partially done. I will most likely use the Adventure Kit for my maps, and license as many content packs as I can afford to help me with graphics and sounds.
Here are a couple of screens (excuse the placeholder/programmer art).


About the author
Torque 3D Owner Affectworks
The phrase "He would punch gorillas and bears. He was awesome" sells this game for me. Thanks for the morning laugh. Awesome.