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Game Tutorials Source Code?

by Carsen Klock · in Torque Game Builder · 01/02/2008 (12:47 pm) · 14 replies

Hello,

Are the game tutorials such as the Fish Game, Checkers, and more. Are the full project/source code included with the licensed version of TGB 1.6? I had a error with the Checkers tutorial and would rather just modify the source. Are they available as a 30 day trial user or only after you purchase a License?

Regards. Thanks in advanced.

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#1
01/02/2008 (6:09 pm)
Carsen,

There is a downloadable version of it. If I can't find it, when you're listed as having TGB, I can send you the source. Maybe I can send it to you now, the license and code limitations are areas where I err on the side of caution.

If a person from GG can answer that, could I send him my somewhat patched version?
#2
01/02/2008 (6:21 pm)
Hey Jason,

Well whatever is allowed by GarageGames. I plan on buying TGB once I get some more money in my pocket...Kind of broke after Christmas, but ya.
#3
01/02/2008 (6:29 pm)
What are the parts that are giving you grief?
#4
01/02/2008 (6:37 pm)
Well, Basically I followed the Checkers tutorial and seemed to have finished it, however when I try to load up two games at once and host one on one and then join on the other it doesn't do anything but display the RedChecker almost as big as the screen....I am thinking I might have screwed up on the Tilemap, but I am really unsure, thus I rather just be able to download the full source so I can see what was different and what I did wrong.
#5
01/02/2008 (7:34 pm)
Oh, check the size of the camera in your level, that can found in the file with the .t2d extension. Also, find the size of the checker and we'll see what we can do. Those are good starting points.
#6
02/14/2008 (10:37 am)
I've PURCHASED 1.72 and am still looking for the graphics/source code for some of the tutorials, TGB Basic Tutorial (mainly the particle effects and how to get them to come up in the rollout, I just created my own art for the ships,missiles,sky), MiniPlatformer source, Platformer source/art. Any help out there?

Thanks
#7
02/17/2008 (1:05 am)
For the graphics, you have to add the resources to your project. Then they show up in the editor.
#8
02/17/2008 (1:18 am)
Most of the tutorials contain the graphics in the tutorials themselves--as they explain, drag the images from the tutorial html document to the builder.

In addition, the tutorials also give you the source scripts, line by line, as you do the tutorial.


As Michael mentioned, you add the resource to your project (via the Project->resources tab) which is also explained in the tutorials that use those resources.
#9
02/17/2008 (2:08 am)
Yes, but 1.72 DIDN'T have the graphics! I know how to get them in but after I downloaded and installed TGB I searched ALL my hard drives and they weren't there. I spoke to Dave Blake about it. My point is (and has been) there should be a repository for code and assets. This graphic goes with this tutorial, this code goes with this tutorial, etc. Yes by all means for the kits keep them secured, but the tutorial material should be made available, even if only to purchasers. Don't get me wrong, I really like TGB otherwise I wouldn't have shelled out the money but the documentation and tutorials are a nightmare for someone just starting out. I've been writing code for 20+ years and I'm self sufficient enough to figure things out with a little help but searching thru a forum and finding a particular item described 3 or 4 different ways is confusing.

Joe B
#10
02/17/2008 (4:03 am)
I think Joe's issue is more with outdated content on TDN not working. The basic side scroller tutorial, for example, used to be included with the TGB installation - which is why the TDN copy of this tutorial never provided the art assets as they were already on your hard drive. Now that support for the side scroller was dropped, there is no way for a new user to TGB to follow the tutorial. Granted, the tutorial is now located in the "Archive" section for old content - it probably just needs to be highlighted as such a bit more.

For Carsen's question, it used to be the case with older versions of TGB that after installation you already had a working copy of the checkers demo, fish game demo, shooter demo, etc, in your game folder. I don't know why that practice stopped (to reduce the size of the install file? lack of time to keep all demos up to date?) but it was a nice way for new users to compare against the demo if they messed something up while working on a tutorial.
#11
02/17/2008 (6:30 am)
Yes, but 1.72 DIDN'T have the graphics! I know how to get them in but after I downloaded and installed TGB I searched ALL my hard drives and they weren't there. I spoke to Dave Blake about it. My point is (and has been) there should be a repository for code and assets. This graphic goes with this tutorial, this code goes with this tutorial, etc. Yes by all means for the kits keep them secured, but the tutorial material should be made available, even if only to purchasers. Don't get me wrong, I really like TGB otherwise I wouldn't have shelled out the money but the documentation and tutorials are a nightmare for someone just starting out. I've been writing code for 20+ years and I'm self sufficient enough to figure things out with a little help but searching thru a forum and finding a particular item described 3 or 4 different ways is confusing.

Joe B
#12
02/17/2008 (6:36 am)
Mike,

BINGO!

You hit the nail on the head. Until your post I had no idea there was an archive of old content and believe me I looked. I know I'm sounding negative and that isn't really what I'm trying to accomplish. I'm trying to get across what you just stated. Give the new developers those links, not a "look for more help on TDN". The size of the forum is daunting and difficult to navigate for a new user.

Thanks for the help Mike! (And Greg, and Dave)

Joe B
#13
11/19/2008 (12:27 am)
Hi,sorry to write this in here,but im beginner and i want to know witch program can create CS file for game builder ,i want something have compiler ?!not use Notepad or something like that to create file *.cs.
#14
11/19/2008 (1:26 am)
The engine handles compilation of .cs's. It compiles on first run of each new version of each .cs file. What you are probably looking for is an IDE. There are a few options. Torsion, TIDE (JEdit plugin), and Codeweaver to name a few of the TorqueScript specific implementations. The other option is to use any C/C++ centric IDE's such as UltraEdit, Visual Studio, NetBeans, etc etc etc.

I'm sure others can come up with a more extensive list..