Torque 2d - 3d... ?
by Anders Norén · in Torque Game Builder · 08/31/2005 (10:24 am) · 27 replies
I have been lurking around in the Garage for about a month now, reading documentation and visiting the forums, and keeping my eyes at new plans. First, i was determined to buy Torque Game engine. After all, 3d is the biggest on the market at the moment. But then, I spended some time looking at Torque 2d.
As a fourteen-year-old, i was raised with Grand Theft Auto, Backpacker, and all of the other great titles. And 2d has always been close to my heart.
I would like to her some words from Torque 2d owners, and not just that "it is great!", but some facts. What you have created, how easy it was, how it turned out, what your experiences with it is, and so on...
There is no trouble finding good opinions about Torque game engine - they are everywhere. (And probably for a reason.) Now some words on Torque 2d, please... I am looking forward to comparing the two...
As a fourteen-year-old, i was raised with Grand Theft Auto, Backpacker, and all of the other great titles. And 2d has always been close to my heart.
I would like to her some words from Torque 2d owners, and not just that "it is great!", but some facts. What you have created, how easy it was, how it turned out, what your experiences with it is, and so on...
There is no trouble finding good opinions about Torque game engine - they are everywhere. (And probably for a reason.) Now some words on Torque 2d, please... I am looking forward to comparing the two...
#22
plus I will use the render option for static object (ships, building ect).
I do have a question for you.
I want to buy T2D so I would be able to create those old games
the thing is in those games you could always feel like there is an invisible grid
since all the blocks were exacly one above another and some jumps were very accurate
I don't really know how to explain this but I hope you got it. My question is there
a grid in T2D? and can I create/remove it?
@Luke D
You siad that "Images should be sized in powers of 2 (64, 128, 256, 512, etc.)"
can I do 64x512 or the image must be a square (64x64, 256x256 ect)?
09/10/2005 (2:40 pm)
Im trying to start learning some pixel art for my creationplus I will use the render option for static object (ships, building ect).
I do have a question for you.
I want to buy T2D so I would be able to create those old games
the thing is in those games you could always feel like there is an invisible grid
since all the blocks were exacly one above another and some jumps were very accurate
I don't really know how to explain this but I hope you got it. My question is there
a grid in T2D? and can I create/remove it?
@Luke D
You siad that "Images should be sized in powers of 2 (64, 128, 256, 512, etc.)"
can I do 64x512 or the image must be a square (64x64, 256x256 ect)?
#23
There are a ton of creative ways to simulate this, ranging from modifying the core engine to round positioning precisions more coarsely to having invisible objects that move freely that you use as a reference location for manually positioning visible sprites yourself in a per-frame update callback.
Now if you're not using the engine's movement code at all you can of course do anything you like. Take checkers as an example, you very likely won't use the physics/movement stuff to move the pieces, you'd just have a grid of locations calculated and when a player 'moves' a piece you're just immediately relocating it to the new point on this grid. Lots of approaches here are possible.
You can make images non-square, so a 64 x 512 is valid, as long as each axis itself is some power of two. In truth you can make your images any size you want and the engine will pad it internally, but it's just best to size them yourself since that gives you more control over it.
09/10/2005 (2:54 pm)
There is no existing way to auto-constrain sprite positions to a grid that I know of. All objects' positions (at least when being positioned by the physics engine) are calculated to a very fine precision without a way to snap to such a grid.There are a ton of creative ways to simulate this, ranging from modifying the core engine to round positioning precisions more coarsely to having invisible objects that move freely that you use as a reference location for manually positioning visible sprites yourself in a per-frame update callback.
Now if you're not using the engine's movement code at all you can of course do anything you like. Take checkers as an example, you very likely won't use the physics/movement stuff to move the pieces, you'd just have a grid of locations calculated and when a player 'moves' a piece you're just immediately relocating it to the new point on this grid. Lots of approaches here are possible.
You can make images non-square, so a 64 x 512 is valid, as long as each axis itself is some power of two. In truth you can make your images any size you want and the engine will pad it internally, but it's just best to size them yourself since that gives you more control over it.
#24
and how can we do animations?
Is it a image file with all the frames and T2D just go though it?
the image I mean is something like this
*This image is from the game Little Fighters 2 if anyone is interested.
09/11/2005 (1:38 pm)
So what is the best way to put all the images in the same line (vertical or horizontal)?and how can we do animations?
Is it a image file with all the frames and T2D just go though it?
the image I mean is something like this
*This image is from the game Little Fighters 2 if anyone is interested.
#25
You can create multiple animations from the same image file, so for example with the image you posted, you could set:
idle = frames 0-3
walk = frames 4-7
and so-on. In addition, there is a built in command to flip the sprites so you don't need to double up you artwork in order to make the character move in the other direction.
09/11/2005 (2:29 pm)
Yes, that's exactly how you'd do it. There are a few utils around for creating those image strips. A couple of forum members have released their own in the private forums.You can create multiple animations from the same image file, so for example with the image you posted, you could set:
idle = frames 0-3
walk = frames 4-7
and so-on. In addition, there is a built in command to flip the sprites so you don't need to double up you artwork in order to make the character move in the other direction.
#26
Im currently thinking about buying T2D because I can't do much
with TGE, you all were very helpful even though it's not my thread :P
09/13/2005 (2:32 pm)
Thank you philip for the postsIm currently thinking about buying T2D because I can't do much
with TGE, you all were very helpful even though it's not my thread :P
#27
09/29/2005 (9:58 am)
I'd just like to add that this thread was also very helpful for me, I am in the same boat as many here. TGE is just a little overwhelming and I don't have the resources for the art. Thanks a ton, this community is great as always.
Torque 3D Owner Luke D
Default Studio Name
As art isn't my strongest area I tend to reach for any tool or method that'll let me get what's in my head down onto the screen as something that won't totally embarass me. :)