Game Development Community

Show your progress :)

by Matthew Langley · in Torque Game Builder · 03/22/2005 (6:06 pm) · 93 replies

Hey everyone, well just figured I'd throw a request thread out there for people to show their progress with their project... whether its just a bunch of clever code or some simple stick man pics feel free to show it !

I love seeing peoples progress, plus it helps motivate and help eachother so feel free to do so !

EDIT: btw if you need hosting for videos, apps (properly formated via the tutorial - second to last page ), or pics feel free to e-mail them my way.

About the author

Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.

#61
03/24/2005 (10:59 pm)
No prob Jeremy! It'll be there when you need it :)
#62
03/25/2005 (12:04 am)
@Bryan, thanks its slowly getting there
i am really with the projects that everyone is working on at the moment, congrats
#63
03/25/2005 (12:22 am)
Here's my best attempt to plunder the bundled artwork and produce a game devoid of any actual original content. I call it Wild Y.A.A.C. Mmmmm, yak...

www-edlab.cs.umass.edu/~medwards/asteroids5.jpg
And yes, the mildly tinted asteroid idea is shamelessly stolen from Melv's demo =)
#64
03/25/2005 (9:52 am)
Heres some pics and a demo app of a modified Phsyics Demo with Mouse Selection

left click an object to select it and then it will move with your mouse... also note the mouse follow force... 0 means it will follow exactly, 1 + applies a force... so 1 will be a very minimal force to follow

(turn on the bounding box's by minimizing the physics sliders and clicking the appropriate button) you can see the little box following the mouse, if you turn on mount linking you can see the red line that the force is

(if you turn up maxAngular Velocity it gets fun)... you can grab the boxes, the walls, etc etc...

I applied this a bit different, at first I did a simle setPosition method, but I wanted a more precise way so I created a t2dSceneObject that follows the mouse (gets the correct angle and applies a linearVelocityPolar (as it nears it slows down to avoid bobbing) that then stops when it reaches the mouse... , when you click on an object it selects it and then mounts it to this object, so you can have better control of it

if you want to change how close or far the object follows the mouse you can set

$mouseObj::speed::max;

and

$mouseObj::speed::default;

right now max is 250 and default is 250 ... that way if the speed goes over 250 it defaults to 250... (if you set it higher it risks bobbing when updated)...

needed this for my project so figured I'd throw it in a demo, just some simple fun...


www.razedskyz.com/games/torque/tutorials/T2D/mousefollow/pic1.JPGwww.razedskyz.com/games/torque/tutorials/T2D/mousefollow/pic2.JPGwww.razedskyz.com/games/torque/tutorials/T2D/mousefollow/pic3.JPG
#65
03/25/2005 (11:55 am)
@matt
good job man!
#66
03/25/2005 (4:18 pm)
Awesome stuff in this post! I love the retro Zelda clone up there!

I just started last night w/ T2D. Here's the tilemap I have up so far. Nothing in the way of content, just learning the system!

radagar.bafserv.net/ss1.jpg
#67
03/25/2005 (10:09 pm)
@Chris: Thanks. The image datablock editor's been really handy.

@Chris Cockcroft: HoverCrash is slick! Heh, it's minor, but I'm stuck on the hud "slide-in" at the beginning of the game. It's really cool.
#68
03/25/2005 (11:29 pm)
My "object-oriened" cardgame thing is really coming along:

CardDeck.cs: handles the deck itself. Shuffles, visually deals the cards to defined X,Y, can display the deck, etc.

CardHand.cs: maintains status of a hand. Currently, a function exists for "blackjack value". Other functions will be added later to determine it's poker value, and other values.

CardGameLayout.cs: this, I'm kind of proud of. It sort of "expands" on CardDeck, as it contains a deck as one of it's members. Maintains details about the layout for a cardgame. It assumes dealing will happen on a circle (radius can be modified). When you instantiate this "class" you can tell it how big you want the circle to be, how much of the circle you want to actually deal to (bottom half, right half, etc by use of "start angle" and "end angle"), how much space between cards, how many spots you want to be around the table (can have virtually any number, but obviously limited by getting cluttered). Once that's all set up, it has a pretty powerful "dealTo" function where you tell it which player to deal to, which deal round it is currently, and if you want the card faced up or down. From that information and its members, it figures out the XY position, and even the rotation of the cards! Anyway, still in progress, so it isn't flashy, and I'm still working on the "Overlap" of continuous deals so that the tops are flush together. So I need to do some more trig. Anyway, check it out:

In this example, I set it up to where dealer is up top, players can only sit between 90degrees and 270degrees, there are 6 seats, and only seats 2 and 5 are filled with players.
www.acecorban.com/images/cardprog.jpg
After more work, the center of the circle for the layout is not dependent on the camera. Makes more sense, now you can move the camera around a table and show the individual hands, zoom out, etc.
#69
03/26/2005 (12:38 am)
Got the body added:
icculus.org/~chunky/stuff/jmts/body.png

My artwork rocks. Or, uhm, something.

Gary (-;
#70
03/26/2005 (12:44 am)
Help! I can't sleep! (humor)
The following screen is for illustration and is "fan art" not for commercial purposes*
home.satx.rr.com/krograth/images/t2djedi02.jpg
#71
03/26/2005 (5:41 am)
@Matt Van Gorkom - Yeah, somebody else caught that shortly after I put that up there. Oops :)

@Matthew "King BoB" Langley - Thanks! The artwork for the most part is placeholder - I think the only thing staying will be the damage indicator - but I'm glad you're liking the look so far :) Have you had a chance to try it yet?

@Matt Edwards - Glad you like it! I'm especially glad you noticed the minor details. Makes them worth the time they take to add :)

Chris
#72
03/26/2005 (9:02 pm)
home.crrstv.net/kframp/t2d/twind_t2d_1.jpg
I've only just started at porting my existing game over (to get used to the concepts of TorqueScript), but it does create the grid for the game. The Kids skill mode from my game works. A block can be highlighted and if another block matches that one in color, it's removed from the screen. There's still a lot more to do, but I can now finally say that I'm doing something in TorqueScript (rather than scratching my head trying to make sense of it all). T2D makes it SO much easier! In time, I hope it'll be a good stepping stone towards TGE as well.
#73
03/26/2005 (9:06 pm)
@Keith
Good job so far.
And yes this is one good "stepping stone" to TGE
I had the SDK for 2 years and struggled a bit, so i left, now im back and well ive learned alot from T2D that have helped me on my TGE game.
#74
03/27/2005 (8:03 am)
First I would like to say, WOW!! Everyone is doing such a fantastic job. I would have to agree with everyone that this is a truly talented and amazing community. Thanks GG for being able to create a product that spawned such an incredible community. Keep up the great work!! It is motivating to see other projects, especially of this quality.

As for my project. I am creating a simple Arkanoid clone to test the waters of T2D for the project I am currently designing codename "Block Drop". The graphics are just place holders to learn how everything works.

users.adelphia.net/~monkeycoder/images/bo_mainmenu.jpgusers.adelphia.net/~monkeycoder/images/bo_game.jpg
#75
03/27/2005 (5:41 pm)
i3.photobucket.com/albums/y58/MattVG/Battle_Game_pic.jpg
My early attempt at a pseudo-isometric game. Nothing special, you run around and fight other people... at least that's all it is right now. I'll be implementing some RPG elements also.
I was messing around with using multiple layers of tiles to create a more interesting/dynamic ground texture.
You can run behind the pillar, but you still collide with the base of the pillar :)

EDIT:
And yes, those are just stand-in graphics while I work things out...
#76
03/28/2005 (4:48 pm)
Well this isn't anywhere near ready to be seen but I figured what the hell.. Jump on the bandwagon. You all blow me away though :)

www.ontargetgames.com/ss.jpg
The explosions in the path of my craft are asteroids I just nuked. You can't see the actual gun fire because the particles eploded with the asteroids of course but thats what it is.

Main reason for posting this now is that I think I finally got MOST of the gameplay mechanics I wanted working. However my code right now qualifies as a federa disaster area, so I figured i'd post this then get to work on cleaning it all up so I can move onto the next stage.
#77
03/28/2005 (4:52 pm)
Oh and no this isn't an asteroids clone. Though it has similiarities, it really is much more involved gameplay, but still action oriented.
#78
03/28/2005 (5:07 pm)
Looking good John, look forward to see where that will go
#79
03/28/2005 (5:11 pm)
Matt,
I don't know why but I really like the look of that
#80
03/28/2005 (6:25 pm)
@Charlie: I agree.. it looks like it's realtime rendered or something. :) Nice style.