Game Development Community

Learning curve, where do i move from here ?

by Patryk Chabior · in Torque Game Builder · 12/22/2007 (5:59 am) · 2 replies

When i first looked at the most basic minitutorial about gui's i couldnt understand why i couldn't load the example gui in the editor nor why the example wouldnt run, then i figured the gui profiles are no longer included with TGB 1.6, so i edited the gui file in notepad renamed to closest i found such as examplebutton, exampletext etc. Now as i move forward i mainly would prefer to focus on expirementing with scripting reactions/events/stuff-like-that and such before i actualy start making "superfluffy-custom-gui's", in order to do that it would be very handy if there still is a old version of the defaul profile file for download, eventualy some sort of substitute for it or collection of expiremental profiles so i get the general idea of what i could do while still just focusing on scripting design and "reactions, events, and some basic ai stuff" and then move forward by starting expirementing with custom guis.

For me that direction is most natural, based on my experience with other enviroments, like: when you learn dynamic webdesign without html knownledge, you dont start by playing around with customized css's, sql database design, instead you naturaly start by just making static stuff then add some serverside and then start doing textdbs and finaly put it all together into something more and more custom. Ofcourse game design is very different from webdesign, but the main issue with advancing the ability to create lies still on the ability to organize the code well and i believe focusing on one thing at a time is a huge advantage specialy at the beginner stage, and i'd say you can do alot in TGB without a GUI but you can't do much without scripting.

So my question is can somebody point me to the direction of an example gui profile, or would you suggest me to just forget about scripting for a while and just get the knowhow on the gui's before i move on to other tutorials (without gui profiles going through each tutorial is very unproductive because you spend more time looking for substitutes that just does the job, distorting the main focus wich is to learn to orginize basic code something most of the tutorials are focusing on).

#1
12/24/2007 (3:53 am)
I think you could completely forget about GUIs for quit some time while you learn scripting. You don't have to have a GUI beyond a blank level to start with. I suggest you make a small series of one level game(ttes) that just do things like clone space invaders or asteroids or such. There are several evolving tutorials on TDN that you might want to do and then modify them to see what you can do differently.
#2
12/24/2007 (11:29 am)
I did what Chaim is suggesting. I played around with sprites, behaviors, and scripting (loading levels, calculating health, etc.) before moving on to the GUI components. Once I got that down, the first GUI component I did was a text component for displaying the user's current health. From there, I spent some time fiddling with buttons, dropdowns, text controls, and then eventually created a Main Screen GUI with a 'Start Game' button, a selection dropdown, and some other GUI controls.