Tutorial Request Thread
by Matthew Langley · in Torque Game Builder · 04/26/2005 (8:12 am) · 33 replies
As Charlie Malbaurn suggested, heres a thread where you can request a tutorial :) So fire away.
Note: If you see something you want to make a tutorial for just be sure to note your working on one for that... That way pepole aren't doing the same thing and no one steps on eachother's toes :)
Note: If you see something you want to make a tutorial for just be sure to note your working on one for that... That way pepole aren't doing the same thing and no one steps on eachother's toes :)
About the author
I Manage Tool Development for Torque at InstantAction
#22
client.cs - Just sets up the basic scene and starts calling GUIs for spalshscreens
collisions.cs - deals with all the collision callbacks, also has my 'explode object', 'update health' functions and so-on
enemies.cs - creates the sprites and basic data for the enemies in the game
execs.cs - keeps all the exec calls to my other files in one place
game.cs - core game routines such as setting up the play field and so-on
gfxdatablocks - all the graphics datablocks
player.cs - deals with creating the player sprite, associated mounts, variable, action maps and so-on
sfxdatablocks.cs - all the sound datablocks
Then I split out game specific parts of code into various sub files as well.
But really, you just need to find a system that works well for you.
Darren - Getting TBE running isn't too tricky. Even I've managed it :) If I can remember what I did (and noone else posts first) I'll get something typed up tomorrow.
06/14/2005 (3:11 pm)
Nicholas: I set my projects up as follows:client.cs - Just sets up the basic scene and starts calling GUIs for spalshscreens
collisions.cs - deals with all the collision callbacks, also has my 'explode object', 'update health' functions and so-on
enemies.cs - creates the sprites and basic data for the enemies in the game
execs.cs - keeps all the exec calls to my other files in one place
game.cs - core game routines such as setting up the play field and so-on
gfxdatablocks - all the graphics datablocks
player.cs - deals with creating the player sprite, associated mounts, variable, action maps and so-on
sfxdatablocks.cs - all the sound datablocks
Then I split out game specific parts of code into various sub files as well.
But really, you just need to find a system that works well for you.
Darren - Getting TBE running isn't too tricky. Even I've managed it :) If I can remember what I did (and noone else posts first) I'll get something typed up tomorrow.
#23
I used someones workspace and followed all the instructions but it does not do anything when i build.
06/14/2005 (5:06 pm)
That would be great.I used someones workspace and followed all the instructions but it does not do anything when i build.
#24
If you want a 10 by 10 grid then any WC between 0->10 would be at point say 5 5
So something like that could be the begining of a tile/block setup. If the World Cord is say 65 23 then it would end up being 65 25 ( which would be the middle of the square 60 20 70 30.
06/14/2005 (5:14 pm)
Script Solution would be fairly easy. If you do something like this$ViewableBounds= "0 0 100 100";
If you want a 10 by 10 grid then any WC between 0->10 would be at point say 5 5
function getPosition(%WC) {
%xpos = getWord(%wc, 0);
%ypos = getWord(%wc, 1);
%xbase = mFloor(%xpos/10) * 10;
%ybase = mFloor(%ypos/10) * 10;
return %xbase + 5 SPC %ybase + 5;
}So something like that could be the begining of a tile/block setup. If the World Cord is say 65 23 then it would end up being 65 25 ( which would be the middle of the square 60 20 70 30.
#25
I made it a seperate thread, as it has the potential to get complicated if things don't work, and I also thought it might make it easier to find the info if people do a search.
06/15/2005 (2:12 am)
Darren - Your TBE and T2D request is my command: [ur]http://www.garagegames.com/mg/forums/result.thread.php?qt=31167[/url]I made it a seperate thread, as it has the potential to get complicated if things don't work, and I also thought it might make it easier to find the info if people do a search.
#27
07/02/2005 (6:35 am)
I'm a beginner and have heard good things about John Vanderbeck's 'Hello World' tutorials. Does anyone have a working link? I'd be willing to host this resource on my webserver if necessary btw....Thanks!
#29
07/02/2005 (1:26 pm)
Thanks, but the links to John's site (where the tuts were hosted) are broken -- so I was hoping someone had relocated them or could post them here. Anyhow, not a big deal, I guess.
#30
07/05/2005 (11:36 am)
A "hello world" tutorial would be a great start to the t2d beginners.
#31
The link is
www.garagegames.com/mg/forums/result.thread.php?qt=28610
07/05/2005 (4:54 pm)
Actually Brent there is a hello world tutorial.The link is
www.garagegames.com/mg/forums/result.thread.php?qt=28610
#32
Anyhow, i guess it doesn't really matter as the spacescroller demo is pretty fine....
07/05/2005 (6:02 pm)
Thanks, but as I already mentioned (three posts up) the link is broken; John Vanderbeck's hosting seems to be defunct.Anyhow, i guess it doesn't really matter as the spacescroller demo is pretty fine....
#33
introduction to tilemapping in T2d
Moving an animated character around a map
Scrolling a map around a animated character
simple platform game using tilemaps
physics in a platform game
also for these how starting from a blank project for these so people are used to setting things up from scracth.
07/15/2005 (5:06 am)
How about these for offical onesintroduction to tilemapping in T2d
Moving an animated character around a map
Scrolling a map around a animated character
simple platform game using tilemaps
physics in a platform game
also for these how starting from a blank project for these so people are used to setting things up from scracth.
Torque Owner Darren Stuart