Game Development Community

Multiplayer - How strong is Torque2D??

by Ronny Germany · in Torque Game Builder · 08/24/2010 (8:04 am) · 26 replies

I am looking to make a real-time action-based RPG (similar to Diablo 2, Ultima Online, or Neverwinter Nights)

This is not turn-based, but real-time with many players on the same screen.

My desire goal is perhaps to have 100 players in one game, one game zone, but an easier goal to shoot for is just 20-40 players.

Does Torque2D have Multiplayer that can handle 20, 40, or 100 players in a real-time game environment? Even if combat was slow or real-time turn-based (like MMORPG's combat, with time delays per action) I would still want networking that can handle as if it was an action shooter game. Latency is very important in my game; more-so than other games.

I read somewhere that Torque2D can only handle turn-based games with only a few players. Is this true that it can't handle real-time multiplayer? What about 20, 40, or 100 players in one game/zone in a real-time multiplayer environment?
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#21
05/31/2011 (8:11 am)
Very good reply...for TGB, not for me! LOL!

I've been working and messing with Unity3D for so long (although I've done nothing, and a lot of the experience WILL NOT BE LOST as it will carry over to TGB) but... ugh! If I switch, I will /wrist.

Solely for the fact I've had my mind set on Unity3D for months, even though I've done nothing with it but learn the basics which would work with ANY game engine.

I don't really care for Box2D (although that IS cool, it's not something I need at all) but hmm..

The sole fact Torque's iOS version is only $99 is amazing... since Unity's is like what...$400 for the same (or worse) thing?

Then $99 for TGB... hmm... great deal... and Sprite Manager 2 is annoying, hmm...

I really want to know more about TGB, so maybe I will look around further and redownload the demo.

Heck, I might just buy the iOS version of TGB solely to port to iOS, even if I end up settling with Unity3D.
Honestly, $99 + 2D Engine (TGB) = far far far >>>>> 3D Engine (Unity) + $400 iOS license + $150 (Sprite Manager 2)
#22
05/31/2011 (8:15 am)
It's not like this is new to me. I have made so many time-wasting mistakes during development and learning to create games, that literally I have spent probably the last 5 months LEARNING what NOT to do, and only just this month learned how to exactly do everything without screwing it all up.

From creating graphics, to buying assets and software, to switching engines back and forth, to wondering why I never seem to be able to get any help with my issues.

Honestly, Unity3D's community is absolutely HORRIBLE! Any REAL questions, and no one (who answers) has any answers. They only gossip and yammer about pointless things, or suggest fixes for problems you never stated-- if they even reply without trolling.

If TGB had a good community, or even just a handful of people that would answer my questions and help me learn-- I would probably go with it instead.
#23
05/31/2011 (11:09 am)
Well, don't fret it. We ALL make mistakes, and we all learn. The question is, do you learn from your mistakes? As far as community goes GG, has a good community. For TGB, I think the community has wained a little because I think most of the interest is in the iPhone. Though I don't own or use an iPhone and probably never will. It's just one of those things.
I suggest, before making your mind set on sticking or moving to or from anything, download the demo again, and give it a good try. Get something going with it. Build a small game in it. Script some things, try out the behaviors and other features. It's one of the better tools I've seen. I've written plenty of my own engines, and for someone who has been there, done that, I'm giving it a thumbs up. ;) I'd rather extend or better TGB than write my own at this point. Though, there are things I extend in the code, but again $99! Beats any pricing Unity gives out. I like their engine and community, but sorry Unity fans, it doesn't hold a candle for 2d to this one.

Linger around, hell, ask around the community like you are. Hopefully you can see it. I would look through the forums for TGB and the iphone version as well. Check out the responses, etc.

There is a learning curve with everything when it comes to games, as you've noticed. Just don't get discouraged w/ it. Think about your cost vs reward too. I've just about gone through all of the docs for TGB this last week, and I can tell you this.. With trial and error, it does become rather clear how it works.

Sorry for the lengthy posts.. On vacation from my normal job, and trying to blast out some work on my own game too. :D Also working on an action/rpg like neverwinter and diablo... lol.
#24
05/31/2011 (4:08 pm)
LOL, I thought your posts were short, not lengthy at all :P

Thanks, I appreciate all of it!
#25
05/31/2011 (4:48 pm)
Just thinking too, looked through some of your older posts, contact me at scott@embermill.com. I'd like to you off board about the project we are working on, etc.
#26
05/31/2011 (7:16 pm)
I've been working on a MMO using TGB for almost 2 years (extremely part time at ~5 hours a week) and as someone that's been keeping an eye on Unity can tell you, the biggest advantage Unity has for 2D games over TGB is the web plugin. Whenever GG asks what they can do to make TGB better on these forums/blog posts I repeatedly say to add a web plugin for it. That alone would put it in a whole new class of engine vs Unity (for 2D games). As it stands TGB is a solid 2D engine, but with more things shifting towards the web (HTML5 with no plugins needed even), a standalone 2D engine for downloadable only games is going to soon be left in the proverbial dust. @GG - PLEASE ADD A WEB PLUGIN FOR TGB!!
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