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		<title>Blog for Glenn Prince at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-11-21T09:31:43+00:00</dc:date>
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		<dc:date>2008-01-12T09:08:09+00:00</dc:date>
		<dc:creator>Glenn Prince</dc:creator>
		<title>Behavior Contest - Round 1</title>
		<link>http://www.garagegames.com/blogs/49201/14140</link>
		<description>Well, I only just made it ! I have just finished sending my entry into the contest. Unfortuntaly I didn't get to put everything in that I wanted to as I got a little side tracked looking into some other things. Firstly here is the Checklist:&lt;br&gt;&lt;br&gt;&lt;b&gt;* You will create a behavior that can be attached to an animation that will allow the user to select their &lt;br&gt;desired keys, joystick, or mouse click for left and right movement and a jump function within the TGB &lt;br&gt;editor. The user must be able to edit the movement and jumping speed within the TGB editor. The &lt;br&gt;user must be able to select what animation they want to use when the character moves left, moves &lt;br&gt;right, jumps, and falls within the TGB editor.&lt;/b&gt;&lt;br&gt;&lt;br&gt;This one was the fairly easy part, basicly I set most of the stuff up I do using variables anyway so this is just an extension of that. The options I have enabled for modification are:&lt;br&gt;&lt;br&gt;Movement Keys - Left/Right/Jump&lt;br&gt;Run Speed&lt;br&gt;Dash Speed&lt;br&gt;Jump Height&lt;br&gt;Dash Buffer &amp;lt;Number of seconds between key presses&amp;gt;&lt;br&gt;Surface Run Angle &amp;lt;Not Working&amp;gt;&lt;br&gt;&lt;br&gt;I didn't get time to add a link to the animations for the movement other than calling animations what you need.&lt;br&gt;&lt;br&gt;&lt;b&gt;* You will create a behavior or add to your existing behavior the ability to perform a double jump. The &lt;br&gt;double jump must only function when the user presses the jump button near the peak of the jump &lt;br&gt;animation. The user must be able to turn the double jumping ability on/off with a check mark box in &lt;br&gt;the TGB editor. &lt;/b&gt;&lt;br&gt;&lt;br&gt;I had a heap of trouble doing this, mainly due to the fact I couldn't get the movemap.bindCmd working properly within a behavior function but I got there in the end. The only thing I did forget to do is put in an &amp;quot;off&amp;quot; switch.&lt;br&gt;&lt;br&gt;&lt;b&gt;* You will create a behavior or add to your existing behavior the ability to dash when either direction &lt;br&gt;has been pressed twice rapidly. There is no requirement for it to call a separate animation for the &lt;br&gt;dashing ability but the dashing ability must be visibly apparent&lt;/b&gt;&lt;br&gt;&lt;br&gt;This was fairly easy, in the end I just used a timer on the key press to keep track of the &amp;quot;dounbe tap&amp;quot; and used a sped up running animation to distinguish it.&lt;br&gt;&lt;br&gt;&lt;b&gt;* You will create a behavior or add to your existing behavior the ability to mount the camera to an &lt;br&gt;animation. This behavior must allow the user to set the amount of force from within the TGB editor.&lt;/b&gt;&lt;br&gt;&lt;br&gt;Fairly easy with this one too, simple mount command with the ability to set the force and offset within the behavior.&lt;br&gt;&lt;br&gt;Getting back into it has sparked a whole heap of idea's on what I can addon to this so I guess I'm going to keep playing ! Would of been nice to have the whole weekend to do it though I might try and add a few more things to expand if I make it to the next round.</description>
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		<dc:date>2006-09-08T00:03:55+00:00</dc:date>
		<dc:creator>Glenn Prince</dc:creator>
		<title>Programming platformer games in Torque Game Builder</title>
		<link>http://www.garagegames.com/blogs/49201/11226</link>
		<description>The following is the plan for a set of tutorials I would like to develop to try and assist TGB users in not only getting a feel for the TGB tool set, but to also provide an easier learning curve in creating games (specifically platform games) in TGB. The main part of the tutorial set has been split into small, logical sections, with the idea that these should be followed sequentially as they specifically build on the previous section. Each tutorial section contains a narrated video, a &amp;quot;cheat sheet&amp;quot;, and a code snapshot of the beginning and end of the tutorial. The following is the 10 part topic list for the main &amp;quot;stream&amp;quot; of the tutorials:&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 1 -- Setup and Ground Work&lt;/b&gt;&lt;br&gt;&lt;br&gt;1) Grabbing TGB and starting up a new project&lt;br&gt;2) Moving your resources into the project folder&lt;br&gt;3) Loading up the art datablocks into the TGB managed datablocks section&lt;br&gt;4) Setting up the overall scene&lt;br&gt;5) Creating basic platform brushes and setting their values&lt;br&gt;6) Creating background and &amp;quot;feature&amp;quot; brushes to spruce up the level&lt;br&gt;7) Drawing out the level in the level builder&lt;br&gt;8) Running the game to display our level&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 2 -- Player Object&lt;/b&gt;&lt;br&gt;&lt;br&gt;1) Loading the player datablocks and creating the animation sequences for them&lt;br&gt;2) Create the player within the scene as an animated sprite&lt;br&gt;3) Creating an ActionMap to capture the player's movement&lt;br&gt;4) Implementing the basic physic's and properties of the player and the level&lt;br&gt;5) Collisions testing and updating the player&lt;br&gt;6) Testing the movement within the game&lt;br&gt;7) Linking the players movement with the animations&lt;br&gt;8) Linking the players jumping with the animations&lt;br&gt;9) Testing the animations within the game&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 3 -- Camera System&lt;/b&gt;&lt;br&gt;&lt;br&gt;1) Create the camera object that holds our camera functions&lt;br&gt;2) Create the &amp;quot;track player&amp;quot; method that keeps the player in the center of the screen&lt;br&gt;3) Create the update camera method that keeps track of the camera&lt;br&gt;4) Test the tacking of the player by moving around the level&lt;br&gt;5) Plan out the buffer tracking of the player&lt;br&gt;6) Create the buffer area method for the camera&lt;br&gt;7) Modify the update camera method to include buffer tracking&lt;br&gt;8) Test the buffer tracking within the game&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 4 -- Basic Enemies&lt;/b&gt;&lt;br&gt;&lt;br&gt;1) Loading the enemy datablocks and creating the animation sequences&lt;br&gt;2) Create the first simple &amp;quot;dumb&amp;quot; enemy within the scene as an animated sprite&lt;br&gt;3) Adding the custom information about the enemy sprite&lt;br&gt;4) Creating the &amp;quot;AI&amp;quot; method that determines what the enemy is doing at any one time&lt;br&gt;5) Create the update enemy function that keeps track of the enemies&lt;br&gt;6) Test to see if the enemy performs as required within the level&lt;br&gt;7) Create a simple chase enemy within the scene as an animated sprite&lt;br&gt;8) Add the custom information about the enemy sprite&lt;br&gt;9) Modify the update enemy function to handle chase enemies&lt;br&gt;10) Test to see if the enemy performs in game&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 5 -- Scoring&lt;/b&gt;&lt;br&gt;&lt;br&gt;1) Creating the variables for scoring system&lt;br&gt;2) Test for collisions between the player and enemies&lt;br&gt;3) Update the score fields if the player killed the enemy&lt;br&gt;4) Updating the lives field if the enemy killed the player&lt;br&gt;5) Killing the enemy and removing them&lt;br&gt;6) Killing the player&lt;br&gt;7) Ending the game when the player runs out of lives&lt;br&gt;8) Testing the scoring system within the game&lt;br&gt;9) Setting up checkpoints within the level&lt;br&gt;10) Changing the player to respawn at the check point&lt;br&gt;11) Testing the game&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 6 -- GUI's, In Game HUD&lt;/b&gt;&lt;br&gt;&lt;br&gt;1) Creating a font for use with the in game HUD&lt;br&gt;2) Loading the font resource into the game&lt;br&gt;3) Creating the HUD window and mounting it to the camera&lt;br&gt;4) Creating the score and lives area's to keep track of the players variables&lt;br&gt;5) Displaying the players score and lives&lt;br&gt;6) Creating an update method to track when a variable changes&lt;br&gt;7) Animating the updates of the HUD&lt;br&gt;8) Testing the HUD within the game&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 7 -- Level Progression&lt;/b&gt;&lt;br&gt;&lt;br&gt;To be planned&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 8 -- Sound and Music&lt;/b&gt;&lt;br&gt;&lt;br&gt;To be planned&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 9 -- GUI's, Menu System and Configurations&lt;/b&gt;&lt;br&gt;&lt;br&gt;To be planned&lt;br&gt;&lt;br&gt;&lt;b&gt;Core Tutorial 10 -- Saving, Pausing and Winning&lt;/b&gt;&lt;br&gt;&lt;br&gt;To be planned&lt;br&gt;&lt;br&gt;&lt;br&gt;This core tutorial structure should then leave you with a fairly complete platformer game to build on. As you can see, the tutorial does follow fairly closely the structure of the original platformer tutorial, which I found fairly good. Hopefully with a narrated video I can explain the process well. In my mind, I am probably going to do this in a fairly informal, non-scripted way.&lt;br&gt;&lt;br&gt;From a game design point of view, we are going for a standard, Mario-Esq style game where you basically run and jump on enemies with no real weapons / weapon firing. There will be no difference in speeds and other issues like that, however I my mention how you might add feature xyz as I go along. I will also, through the core tutorial, be using &amp;quot;placeholder&amp;quot; art in the form of the Sprite Library from Ari Feldman. It's a handy little art assets you can use for a lot of prototyping.&lt;br&gt;&lt;br&gt;Finally there are a number of &amp;quot;Feature&amp;quot; mini tutorials I wouldn't mind doing at a later stage after the &amp;quot;core&amp;quot; ones are done. These tutorials would basically cover single features added to the core system, such as different camera modes, power ups, ladders etc. I would even encourage others to run these feature tutorials on their own, but this is getting way to far ahead !! The above will keep me busy for a little while. Comments and suggestions are more than welcome.</description>
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