From the beginning
by Shakey · in Torque Game Engine · 06/06/2005 (10:36 am) · 3 replies
Well I have read most of the 3DGPAI1 book, and know I am ready to start developing my first game. The question I have is, I want to start from scratch, so to do this, would I need to create a new folder make sure main.cs and the TorqueDemo Executable are in there, them sub branch my folders of like the directory tree in the book, and If I did it that way wouldn't the Torque demo main screen come up and not my own startup screen. I guess I am asking for is how to get my own custom start up screen to display instead of the default one, as my first step.
Sh8key
Sh8key
About the author
#2
06/07/2005 (8:38 am)
Don't forget to copy the .dll files in the example directory to your game directory, otherwise Direct3D and OpenAL support won't be available.
#3
maybe some developers who are just getting into it might find a line or two here that might save em a lil aggravation, or may point them in a direction that'll jumpstart their development...
anyways...
the engine seemed complicated to me... almost overwhelming... and i did lil more than change the guis around a bit, add a few dts and difs here and there, and bother everyone that would stop and listen with a lot of questions...
... now i see that that was just because i was doing things the wrong way...
i had to let go of my strict, 'in the box thinking', and let the engine show me what was going on... the first step was to get a good editor, one that allows you to see what event handlers the engine are responding to the different events the engine is 'raising' (i'm using Tribal IDE)... this is an important requirement imho to getting a foothold on understanding any Torque application... (hey, maybe i'll post this in the begginers forum :) )... and will save countless hours chasing things down...
next, is to approach the learning and coding cycle in a different manner... instead of looking through countless files for what i needed, look at the event handlers for the different events that the engine is raising (that's why the need for the decent editor)....
think events... onMissionLoad... onServerCreated... stuff like that... that's where a lot of the key stuff i needed was hiding... or clues to what i needed to know was hiding...
i'm trying to do a lot (most if not all) of my stuff in script (although i can see where it may be necessary to add a lil engine mod here and there), so most of what i said above is directly scripting related...
well... that's all... i just thought that this may be of some interest to someone just getting going... i know if i had read this in the beginning, it would've saved me countless hours of frustration...
good luck...
--Mike
06/24/2005 (7:01 am)
Hey there Willie... i just thought i'd revisit this thread with a word or two on how i'm getting along, seeing as i've had this thing licensed for a while now, and have just gotten serious about coding something in it...maybe some developers who are just getting into it might find a line or two here that might save em a lil aggravation, or may point them in a direction that'll jumpstart their development...
anyways...
the engine seemed complicated to me... almost overwhelming... and i did lil more than change the guis around a bit, add a few dts and difs here and there, and bother everyone that would stop and listen with a lot of questions...
... now i see that that was just because i was doing things the wrong way...
i had to let go of my strict, 'in the box thinking', and let the engine show me what was going on... the first step was to get a good editor, one that allows you to see what event handlers the engine are responding to the different events the engine is 'raising' (i'm using Tribal IDE)... this is an important requirement imho to getting a foothold on understanding any Torque application... (hey, maybe i'll post this in the begginers forum :) )... and will save countless hours chasing things down...
next, is to approach the learning and coding cycle in a different manner... instead of looking through countless files for what i needed, look at the event handlers for the different events that the engine is raising (that's why the need for the decent editor)....
think events... onMissionLoad... onServerCreated... stuff like that... that's where a lot of the key stuff i needed was hiding... or clues to what i needed to know was hiding...
i'm trying to do a lot (most if not all) of my stuff in script (although i can see where it may be necessary to add a lil engine mod here and there), so most of what i said above is directly scripting related...
well... that's all... i just thought that this may be of some interest to someone just getting going... i know if i had read this in the beginning, it would've saved me countless hours of frustration...
good luck...
--Mike
Torque Owner Michael Hense
demo and use that as a basis... just remove the scenery and whatever else you don't need, and replace it with your game 'stuff'...
the book also goes into depth on all the questions you asked... custom splash and startup screens...
it's all in there... good luck...
--Mike