Starting a new game
by Robert Ternes · in Torque Game Engine · 05/23/2004 (4:57 am) · 6 replies
Hallo!
I downloaded the Torque Source Code and compiled it via VisualC++ 6.0! Everything is perfect and I can run the demo-level. But how can I create a complete new game? What do I have to do for it? I don't think that I have to create a new mission in this testlevel, don't I?
I know that there are a couple of tutorials and documentations, but they only describe how to use the tools like the World, Mission, GUI etc. editors, but then I wouldn't be able to start an independant game?
Thank you!
Robert Ternes
[If someone can speak German it would be better ;) ]
I downloaded the Torque Source Code and compiled it via VisualC++ 6.0! Everything is perfect and I can run the demo-level. But how can I create a complete new game? What do I have to do for it? I don't think that I have to create a new mission in this testlevel, don't I?
I know that there are a couple of tutorials and documentations, but they only describe how to use the tools like the World, Mission, GUI etc. editors, but then I wouldn't be able to start an independant game?
Thank you!
Robert Ternes
[If someone can speak German it would be better ;) ]
About the author
#2
05/23/2004 (6:41 am)
Obgleich es
#3
05/23/2004 (7:28 am)
I don't want to learn coding, because I'm still good in Leveldesign and want stay in this area. I know that here are many tutorials and code snippest etc. to put it together, but I only want to know how to create a new project. I only have the editors in this compiled Torque Demo. But which files do I have to copy in my projects ordner or what do I have to do at first? I want to get my own project ordner with the editors and everxthin else I need to start. (?)
#4
In example/main.cs on the first line change:
$defaultGame = "starter.fps ";
to:
$defaultGame = "your game folder name";
to start up your new project/copy
05/23/2004 (7:56 am)
Copy the starter fps folder and rename the copy to your game name. use a text editor and search all the .cs files for starter.fps , and change it to your game name. In example/main.cs on the first line change:
$defaultGame = "starter.fps ";
to:
$defaultGame = "your game folder name";
to start up your new project/copy
#5
Didn't I see this in the documentation or isn't it really there?
When I've copyed all this things. What do I have to do then? Is there any tutorial?
05/23/2004 (9:03 am)
Thank you!Didn't I see this in the documentation or isn't it really there?
When I've copyed all this things. What do I have to do then? Is there any tutorial?
#6
05/23/2004 (7:18 pm)
There are several tutorials/snippets use the search engine to search the forums for key words of what you are looking for. you said you are good at level design, search for quark a level editing tool to assist you in building torque maps. Everything you need is out there already. do alot of searchs.
Torque Owner Ace
I recommend placing the torque sdk you just compiled some where's and copy it and use the copy to edit. You will be starting over alot.
Then
Over there------------------------------------------------->
on the right side of the page is an area called Code Snippets, (click on the word "Code Snippets")
choose a snippet with features that looks like what you would want in your game, and work with that one until you get it working in your game, before moving on to the next.I have tried almost all of the snippets, you will find most of them to be fine and understandable to you, but you will find alot of them will break your code, and it will be more then likly because of something you did wrong. Do the smaller snippets first and leave the harder ones for later on. after you do a hundred snippets or so you should be quite familar with how torque works.
Familarize yourself with the ingame editors (f11 and f10) they will save you alot of trouble, also there are some snippets of other editors you should add and use.
When you get burnt out from all the coding, pick another area of torque like mapping or modeling and learn how that area works and keep at it till you get somthing ingame, by then you should be ready to code again, + you have more content for your game and will be closer to understanding how torque ticks.