Thank you Garage Games.
by Earl Carey · in Torque Game Engine · 03/16/2006 (5:14 am) · 28 replies
I have been a programmer for most of my life. I started a the age of 5 and have never stopped. From the beginning all that I really wanted to do was make games. I have written many basic and assembly language games but most just collected dust in a stack of disks in my computer drawer.
A few years ago I decided that I wanted to actually create and release a commercial video game. Unfortunately I belonged to the old school that believed that I game was not my game unless I wrote every single line of code my self. As a result I made numerous failed attempts to write my game engine from scratch as I have always done. The problem was though, I am now married, with one chilled and one on the way. I have a full time job and other engagements that are very demanding.
I had to face the fact that I simply did not have the resources in time and energy needed to accomplish my goal by starting from scratch.
Next I accepted defeat and began building my engine using DirectX 8.0. at least now I got to the tech demo level But still I was unable to find enough time to finish my games.
I have recently bought the torque game engine and virtually every content pack available.
I have gotten over my need to do everything my self and the experience of using torque has been more than I ever could have asked for. For the first time rather that focusing on breshams line drawing algorithm, double buffering, and calculus I am able to just focus on making my game. I am about to release my first commercial game and it is all thanks to you garage games and to every one out their in the garage games community.
I Thank you garage games. I thank you forum posters, bogglers, modelers, programmers, content creators, and every one else. I look forward to contributing as much as I can in the future to this community so that I can help others as much as I have been helped.
With many thanks
Earl J. Carey
A few years ago I decided that I wanted to actually create and release a commercial video game. Unfortunately I belonged to the old school that believed that I game was not my game unless I wrote every single line of code my self. As a result I made numerous failed attempts to write my game engine from scratch as I have always done. The problem was though, I am now married, with one chilled and one on the way. I have a full time job and other engagements that are very demanding.
I had to face the fact that I simply did not have the resources in time and energy needed to accomplish my goal by starting from scratch.
Next I accepted defeat and began building my engine using DirectX 8.0. at least now I got to the tech demo level But still I was unable to find enough time to finish my games.
I have recently bought the torque game engine and virtually every content pack available.
I have gotten over my need to do everything my self and the experience of using torque has been more than I ever could have asked for. For the first time rather that focusing on breshams line drawing algorithm, double buffering, and calculus I am able to just focus on making my game. I am about to release my first commercial game and it is all thanks to you garage games and to every one out their in the garage games community.
I Thank you garage games. I thank you forum posters, bogglers, modelers, programmers, content creators, and every one else. I look forward to contributing as much as I can in the future to this community so that I can help others as much as I have been helped.
With many thanks
Earl J. Carey
About the author
#22
But, sence you have the lighting pack, that means you have projected textures, that DO work on DIF, and with a little scripting, mabye you can make a psudo-IFL projected textures......
Its a line of thought anyway...
PS: if you do... i want to see how lol, (code ETC..) =)
03/21/2006 (7:57 am)
No, i dont think you can use them for DIF, i wrote the tutorial on TDN for the IFL's after doing alot of reasearch on the forums and compilling the process, but DIF support never came up. I dont think its posable.But, sence you have the lighting pack, that means you have projected textures, that DO work on DIF, and with a little scripting, mabye you can make a psudo-IFL projected textures......
Its a line of thought anyway...
PS: if you do... i want to see how lol, (code ETC..) =)
#23
I will be creating a number of resource based on what I have learned in making this game. I will be sure that the pseudo IFL effects is one of them.
I am also completing a feature that will not be in the first release of the demo but is something that I think is really cool and other people would want to know about.
Basically I am building a feature to allow players to upload an MSN type icons that represents them selves to the website. Then when ever the player logs into a game that image would be downloaded and displayed over their head instead of just their name.
It is still a work in progress but I think that it should be fun.
03/21/2006 (8:32 am)
Thanks for the heads up on the IFL's. You saved me a lot of time and trouble and the idea of using the lighting packs decal projector is defiantly a good idea.I will be creating a number of resource based on what I have learned in making this game. I will be sure that the pseudo IFL effects is one of them.
I am also completing a feature that will not be in the first release of the demo but is something that I think is really cool and other people would want to know about.
Basically I am building a feature to allow players to upload an MSN type icons that represents them selves to the website. Then when ever the player logs into a game that image would be downloaded and displayed over their head instead of just their name.
It is still a work in progress but I think that it should be fun.
#24
I have one question tho... The window in the center.. Is that a transperant billboard applied in front of the camera?
03/21/2006 (4:29 pm)
This is looking great. Can't wait to play it. :)I have one question tho... The window in the center.. Is that a transperant billboard applied in front of the camera?
#25
I am not at home right now to give you the exact file name but I think it is called playgui or something. It is in the clients\ui folder.
You can look at the code used to place a frame around the health bar HUD in the fps starter mission and use that as an example.
When I get home I will get the exact details and post it both here for you and as a resource for others who may need it.
03/22/2006 (5:37 am)
Actually it is a gui bit map control. I am not at home right now to give you the exact file name but I think it is called playgui or something. It is in the clients\ui folder.
You can look at the code used to place a frame around the health bar HUD in the fps starter mission and use that as an example.
When I get home I will get the exact details and post it both here for you and as a resource for others who may need it.
#26
03/23/2006 (9:29 pm)
I'll need to change my UI now, it looks almost exactly the same as yours!
#28
Anyways, nice looking game! And congrats on the kid!
-Okashira
06/29/2006 (6:26 pm)
You're welcome Earl! Wait...I didn't do anything...:DAnyways, nice looking game! And congrats on the kid!
-Okashira
Torque 3D Owner Sean H.