Game Development Community


#1
03/09/2005 (1:14 am)
Being a member of GG for years now and knowing Melv's works very well.

Heck Melv practically invented the fx pre-fix here at GG. From this I knew that any add on or enhancements he spent quality time on would be worth a few pounds of my money.
#2
03/09/2005 (1:58 am)
I would have to say that it was actually Josh who made me buy it. His pure energy the last few weeks really put me over the top. I knew I was interested in 2D but I didn't know how much I wanted it until it came out.

Also, Melv had a lot to do with it . I wasn't sure if T2D is what I wanted, but his plans and track record here made me sure that I was going to pick it up
#3
03/09/2005 (2:35 am)
The fact that I knew I'd never have enough time to write anything even remotely close to par with it.

That and I figured Melv's baby needed a new pair of shoes. ;^)
#4
03/09/2005 (4:06 am)
I read all of the massive .plan's that Josh and Melv were putting together in the weeks/days leading up to the launch. That was enough to convince me that it was sound technology :)
#5
03/09/2005 (4:18 am)
I bought TGE late on last year and have been very impressed with what the engine is capable of, especially the scripting side of it. However, my maths is still pretty limited at this point (I'm working on resolving that, but its going to take a while :P) and I realised how much work just asset wise alone, it would take to make a 3d game I was happy with, so I put TGE on the backshelf.

I started learning direct3d so that I could use it to make a 2d game whilst still learning about the api, then I heard T2D was released.

So for me it was a combination of good reviews, very nice looking demo screenshots (I'm sure when the rest of the demos are released even more will buy in :P) and been the right engine at the right time at the right price :)

What could be better than been able to work in 2d on simple/moderate complex games, whilst improving your toruqe script knowledge and engine knowledge on anything that might get a little hacking to do just what I want.. A lot of those skills will transfer well to TGE engine/script, especially if you want to intergrate t2d with tge for any reason.

My final reason is that it gives a good solid engine to build tech demos/demo games with, even if those are 2d, you can still do a great deal of gameplay coding/ai coding to make a suitable demo for a future job. Also as noted above, the skills will work well when moving back to TGE and help make a 3d tech demo that bit easier.
#6
03/09/2005 (5:01 am)
Just want to point out (as if it needs point out) that T2d is certainly capable of larger scale, complex 2d games as well.. something that not all of the other 2d engines can say. After all, since you get the source with the engine, any limitations are mostly skill related. Definately a product that you can grow into :)
#7
03/09/2005 (10:50 am)
I was personally looking for a technology that i could realise my current vision, and while ive tinkered with tge since october 2001, i couldnt quite grasp how to do it. I kept saying "if this were 2d, i could do this, if this were 2d, i could do that" and then my RSS reader grabs the news from GG, and lo and behold, t2d was released. As i said in my .plan/blog/whatever, it took about 0.4 seconds to decide to buy it. That, and everything melv has done so far with GG's tech has been amazing (i remember tweaking with fxgrassreplicator for DAYS, it looked so cool, even at 3 fps) that i couldnt NOT buy it.
#8
03/09/2005 (11:03 am)
I saw it move from an interesting diversion that Melv was playing with to a 2D engine leaps and bounds beyond other 2D engines, even in EA. It was a no-brainer for me. I had committed myself to buying it well before Melv even knew whether he would be selling it.
#9
03/09/2005 (11:16 am)
The 2D aspect and the mentioning of network ability.
#10
03/09/2005 (1:04 pm)
Effect editor, GUI editor, network capabilities, physics, collision. I figured I would need to start somewhere, and it was at a decent price.
#11
03/09/2005 (5:55 pm)
I was trying to write my own cross-platform engine (as java and flash had too many issues but I still wanted to support macs and linux) when I heard of Torque. When I bought T3D in January I read through the news and heard about T2D for OS X. After following the discussions and reading Josh's plans I figured I'd give it a try. Of course, seconds after purchasing it, I got swamped with other tasks so I haven't had as much time to play with it as I would like.
#12
03/09/2005 (6:21 pm)
1. Josh's monster plans. All the features and thought put into it were so overwhelming, it couldn't fail to catch my interest.

2. Integratability with T3D. It won't become a white elephant even if I don't seriously make any 2D games.

3. Price point. I was prepared to spend $150-$200 on it. $80 made reaching for the credit card little more than a reflex action.

4. Post-purchase support. Even after a couple of weeks, Josh and Melv are still answering practically every thread (well, maybe except this one. heh), cheerfully and enthusiastically, no matter how frivolous the matter. Much better than any call-center I've known.

5. They are calling it an EA release, despite being so full-featured... which means there are more goodies to come!
#13
03/10/2005 (1:07 am)
1. Josh's plants, they were really good in telling what to expect at EA, what to expect in the future and what not to expect at all :)

2. I'm into 2D games and T2D is the best so far. At least it'll be once those bugs are fixed soon.

3. 2D games + Torque Networking?!! Just perfection, althought not yet ;)
#14
03/10/2005 (2:37 am)
For me it was three things:

* Reading some of the blogs on the web site
* Seeing the screenies
* Melv's posts on the Indie Game Dev forums.
#15
03/10/2005 (1:14 pm)
I was working on a T2D RPG based on SDL and doing some research on collisions ran across one of Josh's .plans for T2D. Reading that I knew that T2D would do more than the engine I was envisioning and without all of the ground work. Plus, I figure with the source if I need to extend or tweak it in any way I have that ability.

In fact, I don't think I'd be that interested without the source: that really makes the product IMO. If it were binary only it would still be very good, of course, but there is that last bit of comfort in knowing you can do what is necessary.
#16
03/11/2005 (4:09 am)
I enjoy isometric turn-based tactical and strategy games and have always wanted to make one set in a sci-fi universe that I have been developing for a few years. Before purchasing TGE I was using Blitzbasic and Blitz3D to try out some gameplay ideas, mostly in 2D. While designing the strategy game I decided that I wanted my project to be cross-platform and in 3D so I tried to convert my 2D gameplay ideas to 3D using TGE. I finally realized going to 3D was only complicating things for my project, especially with the art pipeline, and that my game should be just as fun in 2D if I focused on the gameplay.

After playing around with SDL and Flash/Actionscript for a while I decided to put off my project until BlitzMax came out. Then I started reading all of these T2D blogs and I had to reconsider. Well, I just downloaded T2D and cannot wait to get started! In the end it was the GG community, GG's proven commitment to their products, and T2D's cross-platform capabilities that convinced me to make the purchase.
#17
03/11/2005 (9:03 am)
I have been trying to work on creating a 2d scrolling game and was running into a lot of issues with various things as I didn't have the necessary total knowledge to in a reasonable time to throw the system together, so when I was pointed to this I said "awesome" and bought it that night when I was able to get my check card handy, since GG doesn't like Discover :(.

So far very impressed though I haven't had much chance to play with it yet as work is whooping my butt right now bleh. Stupid payroll system :P
#18
03/11/2005 (9:14 am)
I'm a big believer in 2D style games and have been mucking around with using Java + LWJGL, but just never had the time to put together a decent engine. I saw this and realized that I could pretty much use it out of the box (so to speak), forget about writing an engine, and still get the cross-platform capability that I was going for with Java. Once the networking stuff gets added in, I don't see why I should ever have to muck around too deeply inside the engine for my stuff.

Basically, it will allow me to work on my game (the fun part). :)
#19
03/13/2005 (8:58 pm)
Always had been impressed with Melv's work... that right there made me decide long ago to buy it... though Josh's added enthusiasm definately reassured me

both of them are extremely humble and upstanding guys
#20
03/13/2005 (9:12 pm)
I wanted to take a shot at making some Good 2D games, and I also though it would be a good stepping stone for learning and gearing up for a project on TGE I want to do in 3D in the future.
Plus 2D games are just wicked fun! Also the community here is very good and helpful.