Lunar Lander?
by Miguel Lleras · in Torque Game Builder · 02/07/2011 (12:48 pm) · 7 replies
Does anyone know of or have an example of Lunar Lander type game mechanics on Torque2D?
Up, Left and Right thrust.
Fuel Meter.
Flight and Ground modes(switch graphics and/or controls when landed)
That would be helpful to start...
I'm fairly new to Torque, so any suggestions are appreciated.
Thanks!
Up, Left and Right thrust.
Fuel Meter.
Flight and Ground modes(switch graphics and/or controls when landed)
That would be helpful to start...
I'm fairly new to Torque, so any suggestions are appreciated.
Thanks!
#2
02/07/2011 (1:22 pm)
Thanks, how can I delete this post from here?
#3
02/07/2011 (1:47 pm)
We don't get delete buttons. It's a bit silly around here.
#4
02/09/2011 (2:24 pm)
But we do have sticks, poke, poke!
#5
02/09/2011 (7:57 pm)
Moved to T2D land.
#6
Check out the Reactor examples for control stuff and collisions, and gravity should not be horribly difficult.
02/10/2011 (11:24 am)
Wow, I wrote a Lunar Lander clone for the Apple ][+ like 28 years ago....Check out the Reactor examples for control stuff and collisions, and gravity should not be horribly difficult.
#7
Your thrust and gravity can easily be set on an object to simulate this.
The fact you can apply forces , and gravitational forces directly on objects solves most of the issues you will have with the lander. Collisions could easily be applied to trigger crashes.
The fuel meter could easily be done by sprite stretching, or if you want to get fancy writing a gui element.
As far as switching out your controls, you can create sceneobjects to interact with that you just swap out, or include multiple scenegraphs in the two different gui elements and swap out the loaded scenes.
02/11/2011 (11:23 pm)
all the mechanics are definitely in TGB to do this. Your thrust and gravity can easily be set on an object to simulate this.
The fact you can apply forces , and gravitational forces directly on objects solves most of the issues you will have with the lander. Collisions could easily be applied to trigger crashes.
The fuel meter could easily be done by sprite stretching, or if you want to get fancy writing a gui element.
As far as switching out your controls, you can create sceneobjects to interact with that you just swap out, or include multiple scenegraphs in the two different gui elements and swap out the loaded scenes.
Torque Owner TheGasMan
G.A.S. [+others]
Not to poke you with a stick but this section is actually for a 3D-engine add-on called the "Game Mechanics Kit".
- The terminology used in portions of this site & in the engines is a bit off from mainstream use but it's easy to feel things out after you're here for a bit.
Anyhow, about the 2d lunar physics;
There are some example games that come with TGB that you should be able to dissect and then combine into 1 to create this. I am not aware of a resource for this specifically.