Game Development Community

TGB Mac Forum

by Mike (Sixpak) Cloutier · in Torque Game Builder · 03/28/2007 (6:43 pm) · 4 replies

As a recent switcher from the windows world into the world of Macs I happily perused the Mac forum for TGE. However when coming over to the TGB forums I noticed we don't have any specific forum. I assume there must be at least some issues that are specific to the Mac? What about discussion concerning any Mac specific programming or Art tools? Would it be feasable to have GG create a forum here in the TGB area just for Macs? Are there other resources I can check out?

Somewhere I could have sworn I saw a thread that the Mac version was lagging rather badly behind the PC version. Is this still true? Hope not, whilst I love GG I just can't stand to work on a Windows machine anymore when home. Bad enough work still makes me use em :)

Sorry, I'm just a hobbyist at best and will never come up with some of the creative software I've seen you folks come up with, but I still enjoy tinkering with TGB regardless!

Thanks for any input,
-- Six

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#1
03/29/2007 (7:02 am)
Being a Mac-only developer myself, having worked with Torque for over a year, & gotten to the point of releasing my first commercial TGB game (last fall)...

There can be a little lag time between the Windows and Mac releases of TGB. Version 1.1.3 for Mac was released three months after the Windows version.

As far as TGB goes, there are almost no platform-specific issues that would require a separate forum. GG's Mac guru is brilliant! [If you need to modify the source, then there are several Mac folks on these forums who are extremely helpful.]

As far as general game-creation workflow goes... Slip the work "Mac" into the title of a forum thread and you can be guaranteed to get a good response from the Mac crowd.

I don't think that a separate Mac forum is needed.
#2
03/29/2007 (2:20 pm)
Thanks for the prompt reply. I guess when I saw the one for TGE I just assumed there would be one here as well. Glad the GG Mac guru comes so well recommended, although I don't supect my coding to get complex enough to warrant guru intervention :)

What you said makes sense.

Couple of easy questions for ya...

GCC for the compiler or something else recommended? (I've used BSD in the past... it's part of why I switched to the Mac platform)

Any particularly good recomendations for tools? I'm still on the first week of getting familiar with my Mac so haven't gotten to really check into the various tools available. Took a look at Mahjong Tradition and it looks fantastic!

Thanks again!
--Six
#3
03/30/2007 (1:37 am)
I use GCC for compiler via XCode, works like a charm :)

If you want an absolutely fantastic texteditor to edit your scripts then try out TextMate
There's a 30 day trial so you can try it out :) I'm in love with it anyways :P

I found a bundle for TorqueScript to Textmate here in the forums somewhere, make a search for it

Good luck!
#4
03/30/2007 (8:17 am)
Don't assume that the label of "hobbyist" will last forever. You might find that after you've spent a couple of months playing with TGB, you'll come up with some incredible concept that simply has to be developed into an actual commercial game!

For a free alternative to the excellent TextMate, you might want to check out Smultron. It's what I use for all my script editing. [Establishing good script editing practices is crucial when working with Torque. A couple of hints:: Don't be afraid to create many, many script files. Do it right from the start, and you won't end up trying to find code in script files that have a couple thousands lines in them! Also, comment everything you do. If you don't, a month or three later you won't know what all that script is doing any more!!!]

For interface sounds and background music, the combination of GarageBand (to create the sounds) and Audacity (to convert the sounds to OGG) is a free way to do everything you need for a game.

For art, I can't offer any recommendations for free (or even cheap) alternatives. Artwork is too important to skimp.

XCode.

[Thanks for the compliment about MahJong Tradition. It's been an enormous amount of work, taking nearly a year of development before I began selling it; but it is very rewarding to have my first game be so well-received.]