Game Development Community

TGB Adventure Kit

by Septien · in General Discussion · 05/27/2009 (2:58 am) · 6 replies

Hello all!

Im interested in developing a action rpg for the iphone and came acroos Torque, and specially TGB Adventure Kit.

My question is: is the TGB Adventure Kit prepared for iPhone?

Im sorry if the question sounds silly, but i havent used TGB yet.

Also, the genre kit TGB Kart Kit states in the description that is ready for iPhone and TGB Adventure Kit doesnt, therefore my doubt.

Thanks in advance!

#1
05/27/2009 (5:54 am)
I believe I read the TGB Adventure kit will work on an iphone but to have any reasonable performance you need to move a lot of the scripting over to the engine so you will need to know C++ and the TGB Engine. I'd learn to use TGB first before moving to working with the adventure kit and iTGB (unless you have money to spare...).
#2
05/28/2009 (5:41 pm)
Thanks a lot for the info, Drethon.

I think your advice is the best procedure, once again thanks mate.
#3
05/28/2009 (9:47 pm)
Yea the AdvKit is not optimized for the iPhone... but it will be in the future.
#4
10/19/2009 (3:36 pm)
Tom, has anything happened on this front yet? It's been almost 5 months since you posted. ;-) I assume with how busy you guys have been on T3D the answer is "no...we've been swamped", but I figured I'd check anyway. ;-)

The reason I'm asking is I'm looking for a solution to build a 2.5d iso collecting/quest game for the iPhone for my new employer, and immediately thought of the adventure kit.

- Ryan
#5
10/19/2009 (4:57 pm)
As I noted in another thread (AK and TX), the ground tiles are great, and the art can be scaled down and rearranged a little to work on the iPhone. I've scaled the ground down to a quarter the size (half width and height), and they still looked right. The orc looked OK, but could benefit from being rendered to the smaller size in the first place - he's also not square, so I probably messed him up in the process.

Scripts are really the sore point. Rendering out smaller art is probably a quick job, but the real problem is those large scripts which drive the AK. Converting those to C++ would be the majority of the job, but the trick is doing it well. You can probably learn a lot from them, though. The assets are just a downscale away from being usable.
#6
10/21/2009 (3:45 am)
@Ryan - Yea mostly crazy busy with stuff.