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Torque X Builder 2D or 3D?

by Steve Marshall · in Technical Issues · 10/05/2008 (3:15 pm) · 4 replies

I've started working on a game that is similar to "Double Dragon", "Final Fight" and more recently "Castle Crashers" for the X360 Arcade.

I've been using Torque X Builder 2D...and I've gotten fairly comfortable with it, however I want to use 3d assets for EVERYTHING instead of sprites. The gameplay I'm aiming for is all in 2D, but with 3D models and art assests.

I have no idea about which Torque X Builder I should be using.

Torque X 3D Builder seems to be aimed at actual 3D games...not side scrolling 2d type games.

Torque X 2D Builder doesn't seem to have a way to add 3d assets....it seems as if I would have to add them in manually.

Any help would be greatly appreciated as I need to know which tool I should be using.

#1
10/16/2008 (6:16 am)
Hi Steve,

From what I know, the 3D can build anything the 2D can, + 3D games. To do a 2D game using the 3D engine, you can just 'forget' the 3rd dimension (Z in a XYZ plane) and everything would run smoothly.

Now, given the examples you gave, all those games (as far as I know) were done using a 2D engine. If you want to use the 3D models, I would suggest that you create the models (in 3D) and project them into a sprite (2D), using all the movements you will need. This will give you sprites that look and feel as 3D.



PS: I'm rather new to Torque so, if I'm wrong, would someone please step up? :)
#2
10/18/2008 (1:43 am)
Joao,
Thanks for the reply.

Hmmm...I understand everything you wrote, except for the "project them into a sprite", what does that mean? Is there some kind of 3d to 2d converter?
#3
10/20/2008 (2:24 am)
Well, I don't know exactly how they do it (that's more the designer part of it) but in my mind I see them moving the animations frame by frame and clicking "Print Screen" :)
#4
10/21/2008 (1:17 pm)
You would need to add them in manually since the Builder doesn't recognize 3D assets AFAIK. There are a lot of fun games that use 3D models in the way you're describing. I'm not so sure about the projection statement that Joao made, though. I got a little lost there. Most constrain movement to a specific axis and setup collision, etc along that axis. Or else they have path data for the movement area and camera (similar to Pandemonium on the Playstation).