Game Development Community

We're starting a Faq:)

by Scott Kane · in Torque Game Builder · 10/19/2006 (4:43 pm) · 29 replies

Hi Everyone,

I'm a new intern with GG and the subject says it all, I'm currently in the process of scanning through the forums hunting for burning questions but figured it would be better to ask the board regulars for any particularly common questions that might be useful to include in the FAQ.

Please let me know if there are any basic questions you'd like to see addressed.

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#21
10/23/2006 (6:26 pm)
See Chris' comment about the networking. No one really knows if it's coming or if it's not. When Melv was running T2D and many of us paid in as Early Adopter it was understood that full-scale networking would be added by the second release.

Then we were told that it's taking longer than expected - making it easy for everyone to understand the code involved.

Now we're being told you don't even know when it will be worked on.

I guess for the FAQ - a question such as "What are the limitations of RGB's built-in networking?" and an explanation that is does not have ghosting implemented, it's perfect for turn-based games, and that there are some resources released and being worked on that extend the functionality of that networking framework. It's not promised, you may never get it, but you have the source so yes, it's possible.
#22
10/23/2006 (7:20 pm)
Correct, I think the last official word on it was something like "TGB is feature-complete," and not that real-time networking was considered required functionality that's taking longer than expected. But again, it's something that many of us want to see happen.
#23
10/23/2006 (8:06 pm)
On the networking - I'd be happy with just some good articles/demos showing how to properly use the current system. There are tons of games that can be done as turn based! Network programming is one of my weak areas and I have a dream project that would rely on it heavily.

As for "prepurchase" FAQ questions.. I'd guess potential buyers just want to know what it can do, what's been done with it, and how it compares to other 2D engines like say PTK. In my case the feature list was enough, and these days there is the public forum, even a demo. So personally I'm not sure how necessary or useful this kind of FAQ really is, but hey why not.
#24
10/25/2006 (12:50 am)
Well, I have a question to put in the faq, something that anybody would want to be aware of before getting the indie license :
Can I easily make a game that play the same on other compters than mine ?

If not easily :
How can I make my game as playable for every computer ?


edit : This question is not about FPS, but about WAIT commands (schedule) and physics.
#25
10/29/2006 (2:34 pm)
One of the things that nearly kept me from buying TGB was the question of resolution. I was running at 1280x1024 and could only open TGB at a lower resolution. I was also about to buy a really big monitor, and opening at 1024x768 would not be acceptable. The answer seems to be that I can open TGB in a resolution up to but not including the resolution of my monitor. This is not really expected behavior and should be more obvious.

So, if you have a pre-sales faq:
What resolution does TGB run in?
#26
10/30/2006 (8:49 am)
Yes, this is a FAQ.

The answer is that you can 't run higher than your desktop resolution unless you run in fullscreen. Once in fullscreen you can run in any resolution your video card/monitor combo supports.
#27
10/30/2006 (11:45 am)
Here's another one coming up about once a week or more
#28
10/31/2006 (11:47 am)
Questions related to pausing are also coming up very frequently.
#29
11/01/2006 (4:49 pm)
This datablock thing is surely a FAQ
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