Help Needed - How to create a login screen...
by Stacey Miller · in Torque Game Engine Advanced · 08/23/2009 (3:51 pm) · 6 replies
Hello everyone.
I have a quick question (one of so many, lol).
How do I create a login screen with TGEA? For example, the first screen to come up I want it to be the Login Screen. Since clubSHIFT (the game) is going to be strictly online the login screen would be first.
Thanks again for the help!
-Stacey
*BTW how do I send the game for someone to test? I don’t want to send all the files open so they can see everything. Is there a way to do this?
Thanks :)
I have a quick question (one of so many, lol).
How do I create a login screen with TGEA? For example, the first screen to come up I want it to be the Login Screen. Since clubSHIFT (the game) is going to be strictly online the login screen would be first.
Thanks again for the help!
-Stacey
*BTW how do I send the game for someone to test? I don’t want to send all the files open so they can see everything. Is there a way to do this?
Thanks :)
About the author
Currently working on clubSHIFT! www.clubSHIFT.com
#2
For example -
http://www.garagegames.com/community/resources/view/7903
This is for TGE and i dont have the starter demo with TGEA.
Any idea's?
08/23/2009 (7:50 pm)
Thanks Michael. How do i get some of these tutorials to work with TGEA?For example -
http://www.garagegames.com/community/resources/view/7903
This is for TGE and i dont have the starter demo with TGEA.
Any idea's?
#3
"engine/source/T3D/vehicles/" for the wheeled vehicle code pages. Those changes look like they should merge directly into tgea without a problem.
08/23/2009 (8:18 pm)
The code changes on the page you linked too are source code. Look in:"engine/source/T3D/vehicles/" for the wheeled vehicle code pages. Those changes look like they should merge directly into tgea without a problem.
#4
So far as making changes to the starter scripts, that may take some digging. You'll find the DefaultCar datablock (and script methods) in the Template project. The only immediate changes that I see with the script changes is that none of the example projects that ship with TGEa have an example of starting as a vehicle, in fact some of it's vehicle handling/mounting is just plain wrong! You should have access to TGE in your products (see older versions in your account) and from there you can go through the starter.racing kit and find the necessary parts that need changing as well the gui bits.
Come to think of it, I had thought that Mike Rowley had done a starter.racing resource for TGEa... but it was a blog.
Hope that helps.
08/23/2009 (8:33 pm)
Ah, the Engine & Transmission resource. I've never used that but I don't see anything at a glance that wouldn't port to TGEa. The gear system in the CSK I was able to rip out and use in TGEa, so I imagine the resource is probably the same. So far as making changes to the starter scripts, that may take some digging. You'll find the DefaultCar datablock (and script methods) in the Template project. The only immediate changes that I see with the script changes is that none of the example projects that ship with TGEa have an example of starting as a vehicle, in fact some of it's vehicle handling/mounting is just plain wrong! You should have access to TGE in your products (see older versions in your account) and from there you can go through the starter.racing kit and find the necessary parts that need changing as well the gui bits.
Come to think of it, I had thought that Mike Rowley had done a starter.racing resource for TGEa... but it was a blog.
Hope that helps.
#6
\
\Now with that, I will make Clan Dominator Kit complete.
09/20/2009 (7:16 pm)
Ya uncommented line for .dso generation. Thanks there Michael. \
\Now with that, I will make Clan Dominator Kit complete.
Associate Michael Hall
Distracted...
Simple LoginServer
MMORPG Tutorial Article 6 Logins R US
Persistant Character Server
For the scripts you would only send the DSO versions of the CS files, these would be byte-compiled scripts that can't be decompiled or edited. I would have to look to be sure, but I believe all you have to do is look in torqueConfig.h and comment out "#define TORQUE_NO_DSO_GENERATION", recompile, and run your game. (It was automatic in TGE). Protecting the assets is a whole different problem which is further complicated by problems with zip support. But I think that Jaimi McEntire was able to solve that so you could use encrypted zip files for assets.