Game Development Community

Show your progress :)

by Matthew Langley · in Torque Game Builder · 03/22/2005 (6:06 pm) · 93 replies

Hey everyone, well just figured I'd throw a request thread out there for people to show their progress with their project... whether its just a bunch of clever code or some simple stick man pics feel free to show it !

I love seeing peoples progress, plus it helps motivate and help eachother so feel free to do so !

EDIT: btw if you need hosting for videos, apps (properly formated via the tutorial - second to last page ), or pics feel free to e-mail them my way.
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#81
03/28/2005 (7:24 pm)
@Charlie & Jason:
Thanks guys, I hope to really push it when I actually finish wrestling with the code and can start on the graphics :) My favorite part
#82
03/28/2005 (7:33 pm)
@Matt Gorkom
Your lucky you have that talent. I couldnt be artistic no matter how hard i try.
My fav part is the coding, it uses part of the creativity i do have.
#83
03/28/2005 (8:09 pm)
Ok, well no fancy artwork, just some demonstration of a pathing system...

here I just right clicked a couple spots, the red dot represents the path points... added basically a queueing system for the path points as well as the red dots so it updates and deletes things appropriately... the player (the cheesy little arrow guy) will follow each in order then the data updates and it goes to the next pathing point... I'm working on some pathfinding (object dodging) code using pickRays as well, though its pretty rough

heres a simple pic
www.razedskyz.com/games/torque/tutorials/T2D/pathing/pathing1.JPG
heres some more dots
www.razedskyz.com/games/torque/tutorials/T2D/pathing/pathing2.JPG
here is a lot of dots and a .dump() of the player to deomonstrate the data
www.razedskyz.com/games/torque/tutorials/T2D/pathing/pathing3.JPG
#84
03/28/2005 (8:16 pm)
@Chris:
Well, I see it the other way: you're lucky cause you can code. You can make the computer do what you want. I'm trying to learn coding, but I stumble even on little stuff like collision and schedule loops and I don't get half of what any coders around here are saying :P
I guess that's what teamwork is for :)
and great communities like this one.

@Matt L:
Ooh! Little dots! Little dots that follow other little dots! :) Cool.
#85
03/30/2005 (10:35 am)
Just a quick clip to show off some of the new models i've been working on. The smaller one is the players main starfighter ship, and the larger one is a colony ship. In actual gameplay i'll make the colony ship much larger (obviously the scale is off here), but I wanted it small enough to fit on screen with the starfighter to show it off.

www.ontargetgames.com/ss2.jpg
#86
03/30/2005 (1:21 pm)
@John
Looks great, John! I love the vector 3d style. Reminds me of Silpheed.. *swoon*

@King Bob
You rule, but i'm sure you already know that.. Any plans on putting together a demo/tutorial for that one? Pathing is something i'm terrible with at the moment, but I have a great interest in learning. It'd be great to have an example to study!
#87
03/30/2005 (7:09 pm)
@Matt: love the art ! looking great...

@John: I love the vector 3d style look too, really looks slick.

@Corey: thx, torquescript is a blast to work with... I might put a demo/tutorial for that one (will release a demo app for sure though)... right now working on pathfinding, getting the character to dodge the other objects, thats getting a bit tricky, breaking out my dusty vector math book lol... In fact I created a basic data structure that I've duplicated for the Path node adding system, the dot adding system, as well as an animation queueing system... I'll probably release that, though I plan to integrate that stuff with the Torque DB I have to create a centralized data system, plus since it saves out in readable files *with the option for very basic encryption* (that can be edited and loaded back in if you prefer to edit it that way) It would be easy to save set paths out and reload them in, etc etc...

another thing (a sort of a tip) is its handy to add functions to fxSceneObject2D...

like

fxSceneObject2D::addPathNode(%this, %node)
{
}

since I did that now all my scene objects share there own path node system
so as I demonstrate in the pics I can do $player.addPathNode().... $player.setDestination()... etc etc...
I can also do $enemy1.setDestination().... etc... if done right you just do the coding right and have the same code functions for each of your objects

Torquescript is a blast :) Hopefully will get some art in the demos, lol my programmer art is horrible =/
#88
03/30/2005 (7:17 pm)
Coming from the TGE side I can say that TorqueScript IS a blast. It is so immensly powerful once you really learn it. One time in my attempt to show how powerful it was and to think outside the box, I wrote an entire chat server and client 100% in TorqueScript :) After about a year and a half working with TorqeScript I have to say its one of my favorite languages...And I know a lot of them. Immensly powerful and flexible. It rocks.
#89
03/30/2005 (7:28 pm)
Wow, you guys rock. I just got the engine last night, got the demo up and running and have been pouring over the doc's for the last hour or so. Unfortunately all it's managed to do is give me even grander ideas with all the cool stuff I could do with the engine :(

Hopefully I can settle down on something simple and crank something out over the weekend!
#90
03/30/2005 (7:34 pm)
Has anyone entered the Game in a Day "contest" yet?
#91
03/30/2005 (7:38 pm)
Plan to use T2D for the next one I do.
#92
03/30/2005 (11:22 pm)
Quote:Has anyone entered the Game in a Day "contest" yet?

I did quite some SpeedHacks(72h coding) and one BlitzHack (8h coding comp) yet. It's fun.
#93
03/31/2005 (5:14 am)
Here's a pic of my completely original game idea where you play as a small spaceship and you're stuck in an asteroid field.
I aptly named it, Rocks! =D
img.photobucket.com/albums/v161/iamnotphillip/other/Rocks.png
I have officially completed it as of last night.
Link removed due to bandwidth troubles. If you would like the file, then please inform me and I will email you a link to it

I currently have no intentions of releasing the CS version, but if someone really wants it (don't know why they would, it's not that impressive) then I'll gladly make arangements. =)

There are no particle effects in this game. This was strictly a coding experiment.

This has been a great learning experience for me, and now I feel that I am more equiped. =)
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