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How to post your tgea game on the net, like Instant Action Does it?!

by Andrey Aleshintsev · 01/20/2009 (12:45 am) · 13 comments

Hello everyone, i am really enjoying the potential of this engine and what it can do.

However, i think the greatest feature is putting your games on the net where everyone can play.

My question is HOW EXACTLY do i do that! i have a small College project games that i want to put online, - it will awe my professor :)

So how do i go about it and do it.

I mean i really need some information, so i got the game rendered as exe file, alright i have sdk, i tweaked the code to represent what i want. Now how do i put on the net, i got my own domain and everything, what plug ins must i put on html, is it javascript, is it a code, i need to have.. please someone help, you know how it is, deadlines in schools are soo annoying lol, HELP lol

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#1
01/20/2009 (1:16 am)
The Web renderer is something they sell at instant action it is not something that is just built in to TGEA
#2
01/20/2009 (1:38 am)
well here is a starting point, was originally done for TGE but perhaps with a little effort you may be able to get it to work with TGEA.

tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin
#3
01/20/2009 (2:33 am)
i see, do i have to use instant action website to use thier plug in.

Also, Roland i think it is in beta, i cannot log in, if you could link me a copy of tutorial...? please.
#4
01/20/2009 (3:05 am)
We are currently having issue with TDN. It should be back up again soon.

The resource Roland is pointing to is free. We will also be offering web publishing with Torque 3D, which will be a lot more streamlined and easier to use.

The Instant Action licensing information starts here: http://technology.instantaction.com/
#5
01/20/2009 (9:39 am)
It'd be interesting to know what it would take to put a Torque Game Builder project and be able to run it within a web browser. Is the process linked above similar?
#6
01/20/2009 (11:19 am)
Not sure how up to date that hat resource is but the goal still remains, you would need to write an ActiveX plugin.
#7
01/20/2009 (11:43 am)
@ Michael Perry: I am really glad that T3D i going to have web publishing built in.
Questions:
* Do you have (or can you tell us about) an estimate release date?
* Do you guys already have an idea about how big the web player will be?
Cheers.
#8
01/20/2009 (4:46 pm)
Michael Perry i sent an email for Tier 3 at the http://technology.instantaction.com/ , how long does it take for them to respond? Also, do i have to pay something for tier 3 ? Thank you for your help, i hope you can fix TDN

#9
01/20/2009 (5:14 pm)
@Rui - I do not have an estimated release date. I'm not sure what you mean by "how big" the web plugin will be. Do you mean size in KB, or resolution size?

@Andrey - I'm not involved with the IA tech side of things, but I'm sure there is a cost for Tier 3.
#10
01/21/2009 (12:30 pm)
@Michael Perry - I wonder if you guys have a rough estimate of how large (in MB) the web-plugin will be.

The reason I ask that is because I work at a company that creates online courses for corporations.

So far, Flash is king of the hill, when one talks about e-learning.
But, we have been considering developing 3d versions of the online courses.

The problem is: most corporations will not allow their employees install plugins, but we can definitely advise them to allow the installtion, given the dramatic increase that ca be achieved in visual quality... as long as the plugin is not too big to scare then IT guys at those companies.

Another question, specificaly regarding the -learning market is this: corporations do not uppgrade their computer as often as home users do, so there is a lot of legacy hardware running out there.
Is Torque 3D capable of automaticaly selecting which visual effects will be activated?

The ideal web-plugin would be capable of selecting flat-shading and perhaps even a 100% software-renderer, should in case it senses it is running on an really old machine.

I know that it may be to early to ask these questions, but here is a suggestion: if yo guys can keep the webplugin small enough, and add an eay-to-use, ideally automatic, fallback system, Torque may become a very viable platform for deploying e-learning content.

Thanks.
#11
01/24/2009 (6:14 am)
Thank for your input, i have received an email from GG about Torque 3d that is currently in development.
#12
01/24/2009 (6:03 pm)
I'm currently doing the homework on web plugins for some TGB 2D minigames I'm starting to do and eventually TGE 3D.

If you're looking for something to just get online, you can get the OSAKit.com's OSAKit Standard (free) or OSAKitPro ($39.99).

It's ActiveX based and works fine with IE, opening the game inside the browser window or in a new one, but I've run into issues with playing it with FF. Although, the games they have as samples play just fine with any browser type, so it might be on my cpu's end or has something to do with TGB since the software was designed with TGE in mind.

I'm currently looking into igLoader. Does anyone know or recommend this?

Does anyone have any details on Instant Actions' web plugin? Price? Restrictions? User friendliness?
#13
05/15/2009 (7:51 pm)
Dear All.

Take a look at the Roozz plugin at www.3djam.com/roozz it will allow you to publish a TGEA or TGE based game in a few minutes with out having to recompile your .exe file.

This game is already using it: www.orangefps.com/game.html

This page has some video tutorials that show you how to get started:
www.3djam.com/roozz/default.aspx?c=tutorials.