IceWolf
by DragonSix · in Torque Game Builder · 01/03/2007 (9:30 am) · 49 replies
Here's the first screen from my project using Torque Game Builder, it's my first true game, with the help of a friend for some of the graphics. This game is codenamed Project W for now :
full res : dragon.six.free.fr/deviantgames/Wscreen.jpg

It's an action-platform game, with some oldschool feeling, but also with some fresh ideas of mine ^_^
full res : dragon.six.free.fr/deviantgames/Wscreen.jpg

It's an action-platform game, with some oldschool feeling, but also with some fresh ideas of mine ^_^
#2
01/03/2007 (12:14 pm)
Both the style and the relative size of the characters reminds me very much of Strider. :D Nice job so far.
#3
01/05/2007 (12:59 am)
Looks very stylish :) Cannot wait to see this in motion.
#4
01/05/2007 (2:33 am)
Very stylish. Something between some mangas and castlevania in a cyberpunk world :)
#5
-The backround will change between levels, though this one in motion is not a problem, you'll see ^^
-yeah, I was also thinking the same about the differences in shading, thanks for confirming, I'll fix it for sure.
and, about internal mechanics, great idea, I'll try to get the them to move as much as possible.
@Teck Lee Tan
I didn't know Strider, but after taking a look, it's true thats a lot alike :D
Though I hope to do an even better job with the gameplay ^^
@Oliver
Thanks ^^
@Marc
You've got the big idea, thats the way the game will be ;)
Thanks for your comments :)
In fact Torque is very efficient for this genre of game. It's running smoothly at a solid 85fps with something like a 2600+, 6600GT and 1go of ram. Though I would wait for ticked physics (and maybe non-power of 2 and compressed textures) to make it perfect.
I'll post sometime soon a video with the gameplay in motion.
01/05/2007 (7:11 am)
@Matthew-The backround will change between levels, though this one in motion is not a problem, you'll see ^^
-yeah, I was also thinking the same about the differences in shading, thanks for confirming, I'll fix it for sure.
and, about internal mechanics, great idea, I'll try to get the them to move as much as possible.
@Teck Lee Tan
I didn't know Strider, but after taking a look, it's true thats a lot alike :D
Though I hope to do an even better job with the gameplay ^^
@Oliver
Thanks ^^
@Marc
You've got the big idea, thats the way the game will be ;)
Thanks for your comments :)
In fact Torque is very efficient for this genre of game. It's running smoothly at a solid 85fps with something like a 2600+, 6600GT and 1go of ram. Though I would wait for ticked physics (and maybe non-power of 2 and compressed textures) to make it perfect.
I'll post sometime soon a video with the gameplay in motion.
#6
I am trying to put together a platforming game and like a lot of people have had issues with physics. namely jumping and the such. What method did you choose?
Again awesome.
01/05/2007 (4:44 pm)
That looks so awesome, I especially like how the (what I assume are health and something) bars are frozen like the theme of the level.I am trying to put together a platforming game and like a lot of people have had issues with physics. namely jumping and the such. What method did you choose?
Again awesome.
#7
As far as jumping goes, since 1.3 there's no more problems with sticking ground in clamp mode and such. But I'm not using any tilemap, so maybe that's it.
Thanks for the comment, I'll try to keep the awesomeness as much as possible ;)
01/05/2007 (6:20 pm)
@MattAs far as jumping goes, since 1.3 there's no more problems with sticking ground in clamp mode and such. But I'm not using any tilemap, so maybe that's it.
Thanks for the comment, I'll try to keep the awesomeness as much as possible ;)
#8
01/05/2007 (11:47 pm)
@Matt: Since version 1.1.3 all my issues with platform physics have gone away but you might look into a different jump system than presented in the wiki or all TGB platformers will feel the same. For my recent project I threw together a little jump system with variable jump height has seen in most platformers around. You gain height as long as the player hits the jump key but there is a max jump height too.
#9
I haven't delved in to 1.1.3 properly yet, damn real life getting in the way and all.
01/06/2007 (12:35 pm)
Just out of interest, I take it your using sprites instead of a tilemap? How is that working out, any better than a tilemap?I haven't delved in to 1.1.3 properly yet, damn real life getting in the way and all.
#10
Well, there's tutorials that explain how to use statics sprites. The behavior is just basically the same as tilemaps. Just that tilemaps have better performances while statics sprites are not on a grid.
I suppose that there is some differences with collisions too, but I don't quite know how.
01/13/2007 (9:18 pm)
Quote:How is that working out
Well, there's tutorials that explain how to use statics sprites. The behavior is just basically the same as tilemaps. Just that tilemaps have better performances while statics sprites are not on a grid.
I suppose that there is some differences with collisions too, but I don't quite know how.
#11
It's pretty brave of you to choose a main character art style that's as detailed as it is. Good luck on the animation. With a game of this art style, people are going to focus on the animation, I feel. The detail your artist has put into that main character would scare off most 2D animators that I know (if he has a good amount of actions). I really look forward to seeing what your artist can pull off with that. Again, good luck, and I look forward to the video.
01/14/2007 (1:43 pm)
Benjamin:It's pretty brave of you to choose a main character art style that's as detailed as it is. Good luck on the animation. With a game of this art style, people are going to focus on the animation, I feel. The detail your artist has put into that main character would scare off most 2D animators that I know (if he has a good amount of actions). I really look forward to seeing what your artist can pull off with that. Again, good luck, and I look forward to the video.
#12
video.google.com/videoplay?docid=-929844696452362741
The video is made under 1.3. Because we currently having some trouble with 1.5. After somehow finding a workaround for the camera system, I discovered that the hero sprite is trembling a lot while moving in 1.5 :/
I'll post later in the beta forums about that, it would be a pity to not being able to release the game after all this work :/
Here's some screenshot too ^^





We are targeting a release date for jun/july 2007.
05/10/2007 (2:14 am)
After some months of work, I can finally provide the promised video, and some new visualsvideo.google.com/videoplay?docid=-929844696452362741
The video is made under 1.3. Because we currently having some trouble with 1.5. After somehow finding a workaround for the camera system, I discovered that the hero sprite is trembling a lot while moving in 1.5 :/
I'll post later in the beta forums about that, it would be a pity to not being able to release the game after all this work :/
Here's some screenshot too ^^





We are targeting a release date for jun/july 2007.
#13
05/10/2007 (4:13 am)
Looks great :)
#14
Why don't you just leave it in 1.3? I think keeping a project up with the most current version of an engine always produces more work than necessary. :)
05/10/2007 (9:18 am)
Looks awesome. :)Why don't you just leave it in 1.3? I think keeping a project up with the most current version of an engine always produces more work than necessary. :)
#15
Because a game like this one without ticked physics can turn into a total mess if anything unexpected happens (if there's automatic update of an antivirus while playing, or if the game turn laggy somehow because of massive special effects or such, etc.), strange things will starts to happens like player going through some walls.
That wouldn't be really professional (not to mention saleable) to have the quality of the gameplay to fluctuate depending of the current framerate.
05/12/2007 (8:20 pm)
@OliverBecause a game like this one without ticked physics can turn into a total mess if anything unexpected happens (if there's automatic update of an antivirus while playing, or if the game turn laggy somehow because of massive special effects or such, etc.), strange things will starts to happens like player going through some walls.
That wouldn't be really professional (not to mention saleable) to have the quality of the gameplay to fluctuate depending of the current framerate.
#16
05/27/2007 (7:30 am)
@Benjamin: Okay, I forgot about that new feature. :) Does it solve the platformer problems the previous versions had? I didn't get around to check out the new beta yet.
#17
In 1.5 the platformer physics are still good, but only the player drawn sprite is trembling. It's still working, but now ugly :/
05/27/2007 (10:18 am)
Quote:Does it solve the platformer problems the previous versions had?There wasn't any platformer specific problems, I did it my own custom way and it worked very nicely in 1.1.x (as much as the non-thicked physics can be nice), instead of following the mini PF tutorial which was problematic.
In 1.5 the platformer physics are still good, but only the player drawn sprite is trembling. It's still working, but now ugly :/
#18
(http://www.garagegames.com/solutions/publishing/games/)
06/04/2007 (7:00 pm)
Video and screenshots look good, get it done and submit it for publishing when you do.(http://www.garagegames.com/solutions/publishing/games/)
#20
06/06/2007 (9:37 am)
That looks awesome :)
Torque Owner Matthew Durante
-- the red in the "mecha" causes them to get lost atop that background
-- you might want to simplify the shading on the "mecha" a bit, to fit in with the toon look of the main character, and to make them read better
If you can get some of the internal mechanics of the mecha to animate as they fire and such, that would be beautiful.
Nice job!
- Matthew Durante