New to torque
by Bryan Knouse · in General Discussion · 12/12/2004 (8:12 am) · 46 replies
Hey, me and a bud are new to video game creation, however we know all about animating, modeling, and a bit of programming. Basically im starting this thread as a help section for myself, or anyone who decides to come to this site later on like I have. Now my first question is this, how does programming really tie into the engine? I used the demo and it seemed pretty much like a level editor or map editor. Plus, how much money on average do the games make when they are posted on this site? ...just for kicks.
About the author
#2
12/12/2004 (8:35 am)
Another thing, which I forgot to menton... Check out the IRC channel, and go through the forums regularly. There's a huge amount of info out there, and then when you pick up info, you can pass it on and help those who are new as well...
#3
As for your second question, the GG FAQ says that their worst selling game makes about $100 per month for the developer and their best selling makes more than $5,000 for the developer. Oh yes, and you can't sell anything that you built off of the demo, kinda like you can't sell a mod. There's another huge advantage to the SDK.
12/12/2004 (8:36 am)
The demo really is just the built in tools that Torque has. However, by buying the SDK you can (with sufficient programming knowledge) adjust the basic behavior of the engine. A great example would be the Marble Blast development story which can be read by all in the SDK documentation. In short, GarageGames changed the shadow code and also implemented Gourad vertex shading to get that unique cartoony look. Also, all the marble physics were written in C++.As for your second question, the GG FAQ says that their worst selling game makes about $100 per month for the developer and their best selling makes more than $5,000 for the developer. Oh yes, and you can't sell anything that you built off of the demo, kinda like you can't sell a mod. There's another huge advantage to the SDK.
#4
$300
50
35
-------
$385
heck, my game is a basic one!
12/12/2004 (9:45 am)
Let's see.....I spent $50 to get 3D Game Programming: All in One, which included all of the tools i needed on the CD Rom, I spent $25 to get the full version of MilkShape 3D, I'm going to spend $300 to get Maya or i can get it for Christmas, I may get the BraveTree Tank Pack, which is $35. I guess that sums it up.$300
50
35
-------
$385
heck, my game is a basic one!
#5
Maya for $300? Is this a used copy of a previous version that you're getting from somewhere? The full version is currently $2,000, so I'm very interested in where you found this bargain.
12/12/2004 (2:30 pm)
@BryceMaya for $300? Is this a used copy of a previous version that you're getting from somewhere? The full version is currently $2,000, so I'm very interested in where you found this bargain.
#6
12/12/2004 (3:24 pm)
@Bryce.. Not putting TGE on your list then? (you need it if your going to try and sell your game)
#7
Check out www.gametunnel.com
These Independent Games are mostly not made by TGE, but this could help you get better idea of budget stuff, anyways. I've seen it varied from $100 to $10,000, ah...
12/12/2004 (4:57 pm)
@BryanCheck out www.gametunnel.com
These Independent Games are mostly not made by TGE, but this could help you get better idea of budget stuff, anyways. I've seen it varied from $100 to $10,000, ah...
#8
12/13/2004 (11:35 am)
Ok thanks, a few more questions. To make AI, better water, and better physics, that all has to be done in C++ scripts right? And can I make maps in lightwave, for Torque? I dont really like the levels in torque, plus the demo is odd. The mission based editing is odd, but thanks for all your help.
#9
12/13/2004 (11:36 am)
Oh one more thing, you talk about the source code so I can edit, or mod the engine right? Well I heard that it makes your games unplayable by people unless they have your engine, whats up with that?
#10
For creating levels, you'll need a CSG editor such as Quark. Lightwave, Maya, GameSpace, and others have .map exporters, but they are trying to compensate for a type of modeling that most polysoup editors weren't meant to perform. The creators of the exporters have done a great job, but it's a lot like using a hammer rather than a screwdriver to pull a screw. Matthew Fairfax has released a nice 3DS for Torque resource that will help you out, though. There's a lot to figure out, mainly on the collision side of things.
12/13/2004 (11:59 am)
Quote:Ok thanks, a few more questions. To make AI, better water, and better physics, that all has to be done in C++ scripts right? And can I make maps in lightwave, for Torque? I dont really like the levels in torque, plus the demo is odd. The mission based editing is odd, but thanks for all your help.
For creating levels, you'll need a CSG editor such as Quark. Lightwave, Maya, GameSpace, and others have .map exporters, but they are trying to compensate for a type of modeling that most polysoup editors weren't meant to perform. The creators of the exporters have done a great job, but it's a lot like using a hammer rather than a screwdriver to pull a screw. Matthew Fairfax has released a nice 3DS for Torque resource that will help you out, though. There's a lot to figure out, mainly on the collision side of things.
Quote:Oh one more thing, you talk about the source code so I can edit, or mod the engine right? Well I heard that it makes your games unplayable by people unless they have your engine, whats up with that?Well, you can break your engine if you do inordinately horrible things to the source, but if you have the source and a new MegaTriPixelXXXCoolCard hits the market with totally new and cool technology, you can write in the new features yourself. This is as opposed to waiting for the original engine developers to decide whether they think it's a good idea.
#11
- Don't know if you can do maps in LW, but you can use QuARK, Hammer, and if you have the engine source and put the related resource in, Cartography Shop.
About the engine being made unplayable by modding it. It's basically straightforward: People need the .exe to be able to take advantage of the features you've put into it. If you put better physics into the engine, the players will need the exe for that, or else it won't play right with the missions. That goes with pretty much every game engine out there, as well as commercial applications. It's an "upgrade" ;)
12/13/2004 (12:02 pm)
- Better AI can be done in scripts. For improvements to physics and water, you'll have to touch the source code for that.- Don't know if you can do maps in LW, but you can use QuARK, Hammer, and if you have the engine source and put the related resource in, Cartography Shop.
About the engine being made unplayable by modding it. It's basically straightforward: People need the .exe to be able to take advantage of the features you've put into it. If you put better physics into the engine, the players will need the exe for that, or else it won't play right with the missions. That goes with pretty much every game engine out there, as well as commercial applications. It's an "upgrade" ;)
#12
12/13/2004 (1:12 pm)
Is the exe a thing that I have to make? Unfortunately, I had expected game engines to use more of the modeling and presets rather than C++ scripts, I know basics, but I really dont know if I'm ready to program a game. What do you guys suggest I know, and I have the 3d game programming all in one book, too.
#13
12/13/2004 (1:15 pm)
Oh steve I almost forgot, heres a link for lightwave, cinema 4d, 3ds, and maya for very cheap. http://www.academicsuperstore.com/market/market.html?id=255474&cname=Animation+%26+3D
#15
12/13/2004 (1:28 pm)
Oh steve I almost forgot, heres a link for lightwave, cinema 4d, 3ds, and maya for very cheap. http://www.academicsuperstore.com/market/market.html?id=255474&cname=Animation+%26+3D
#16
12/13/2004 (1:42 pm)
I'm just wondering what do you mean you can't sell anything used in the demo game you can keep the basics like game.cs and server information thats neccesary and just not use the crossbow orc or GUI that comes with it or do you need to completely redo it so basically I'm asking how much do you need to get rid of in the demo game for it not to be considered the demo game anymore.
#17
If you have to ask how much you can get away with, then you're probably in the "you have to buy it" group.
12/13/2004 (1:53 pm)
Basically, if you're considering making money off of the demo or its associated assets, you'll need a license.If you have to ask how much you can get away with, then you're probably in the "you have to buy it" group.
#18
12/13/2004 (2:53 pm)
Can I make a game not using torque, but still post the game on GG for sale?
#19
12/13/2004 (3:21 pm)
They will review non-torque games. Gish for instance is not a TGE game.
#20
-What is the point of adding buttons in the F11 editor?
-How do I start a map from nothing, without a preset land that I have to alter
-Why is it that whenever I try to put my own textures in the "media" part of texture/terrain, nothing happens
-Any tips that you guys have picked up would REALLY help, you seem to know quite a bit more than me ;)
12/13/2004 (3:22 pm)
Sorry about all questions, really, thanks alot. Im so new to all of this, and I figured might as well start early and by no means am I going to figure this out quickly. Anyway lemme try and wrap up my questions:-What is the point of adding buttons in the F11 editor?
-How do I start a map from nothing, without a preset land that I have to alter
-Why is it that whenever I try to put my own textures in the "media" part of texture/terrain, nothing happens
-Any tips that you guys have picked up would REALLY help, you seem to know quite a bit more than me ;)
Torque 3D Owner Ted Southard
As for programming, the demo doesn't expose the source of the engine, just the script and editors. The editors do what they do and do it well, but the real power lays in the scripting and access to the source code. It really depends on what you want to do with the engine. If you want to do simple gameplay, you can most likely get away with scripting it, since scripting is very powerful.
However, if you want to do things that the stock TGE doesn't do, or expand it, then you should buy the license, which gives you access to the source and the ability to add whatever features you like to the engine, within your abilities.
Hope that answers the question for ya... Welcome to the GG community.