Tutorial Request Thread
by Matthew Langley · in Torque Game Builder · 04/26/2005 (8:12 am) · 33 replies
As Charlie Malbaurn suggested, heres a thread where you can request a tutorial :) So fire away.
Note: If you see something you want to make a tutorial for just be sure to note your working on one for that... That way pepole aren't doing the same thing and no one steps on eachother's toes :)
Note: If you see something you want to make a tutorial for just be sure to note your working on one for that... That way pepole aren't doing the same thing and no one steps on eachother's toes :)
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.
#2
05/03/2005 (6:39 pm)
I request a tutorial on creating a grid system ala Battleship, where one could choose to place an object on row 2, column 7, instead of by world coordinates.
#3
seems this could be done by an interface between tilemap(layer) and script.
The C++ tutorial I recently did is just the first in a process of making an Inventory Front end... part of this will be creating a C++ object called an "InventorySet" that will generate a tile layer and manage it like you are talking, slot based.
05/03/2005 (6:56 pm)
(glad someone finally posted here :)seems this could be done by an interface between tilemap(layer) and script.
The C++ tutorial I recently did is just the first in a process of making an Inventory Front end... part of this will be creating a C++ object called an "InventorySet" that will generate a tile layer and manage it like you are talking, slot based.
#4
05/03/2005 (7:01 pm)
Yikes :( C++ required? It seems it wouldn't require that much. Script is tough enough! But I'll try to learn what I can from that. I look forward to that tutorial. Thanks!
#5
The Inventory system will be fairly advanced and will act as a slot based system for merchants, inventory, etc... its definately do-able in script, just wanted to do some usefull C++ tutorials to show how easy it is to extend the source for your game
05/03/2005 (7:09 pm)
Lol I'm glad you replied, I was about to add I'd be more than happy to work up a script solution :)The Inventory system will be fairly advanced and will act as a slot based system for merchants, inventory, etc... its definately do-able in script, just wanted to do some usefull C++ tutorials to show how easy it is to extend the source for your game
#6
Just use a local coordinate system for the grid tiles -- I use 0,0 upper left, 1,0, 2,0 etc -- then put in a couple conversion functions to translate to world coordinates. You know how big your tiles are, so just take the local coords and multiply up to get world coords. Apply any offsets that may apply and you're all set. Provide reverse functions as well to go from world to local.
05/04/2005 (7:38 am)
TileIt uses a grid based system and its really very easy for the most part. At least until the board starts spinning :pJust use a local coordinate system for the grid tiles -- I use 0,0 upper left, 1,0, 2,0 etc -- then put in a couple conversion functions to translate to world coordinates. You know how big your tiles are, so just take the local coords and multiply up to get world coords. Apply any offsets that may apply and you're all set. Provide reverse functions as well to go from world to local.
#7
Resource packing, as in .pak files used to store graphics and other resources. I'm unaware if TorqueScript has built-in support for this, like Irrlicht did, or if I need to use some sort of external library to do this. Which is why a guide would be nice.
05/07/2005 (9:39 am)
Hmm.. perhaps this isn't really a tutorial, but if you could make some sort a guide/tutorial on resource packing, that would help me.Resource packing, as in .pak files used to store graphics and other resources. I'm unaware if TorqueScript has built-in support for this, like Irrlicht did, or if I need to use some sort of external library to do this. Which is why a guide would be nice.
#8
Ah hah, makes sense. I wonder if that can be used as a "snap to" grid for pathfinding though... Thanks for the info!
@Ted:
Yeah, I'm also interested in this. By the way, it's a zip file renamed to "pak", in case you didn't know.
05/07/2005 (9:59 pm)
@John:Ah hah, makes sense. I wonder if that can be used as a "snap to" grid for pathfinding though... Thanks for the info!
@Ted:
Yeah, I'm also interested in this. By the way, it's a zip file renamed to "pak", in case you didn't know.
#9
I think .pak3 files are different, but I'm not sure. I just want a bit more protection than leaving my images around for users to change and chortle with glee as the red lines they drew over my sprites appear in-game.
05/08/2005 (10:50 am)
@Dave:I think .pak3 files are different, but I'm not sure. I just want a bit more protection than leaving my images around for users to change and chortle with glee as the red lines they drew over my sprites appear in-game.
#10
Well, that sounds like they'd be having fun :). We can't have that, can we? But yeah, I get what you're saying. So, pak3 is different? Hmm, I haven't seen these. Does anyone have information about this? Is it common in regular Torque?
05/08/2005 (8:09 pm)
@Ted:Well, that sounds like they'd be having fun :). We can't have that, can we? But yeah, I get what you're saying. So, pak3 is different? Hmm, I haven't seen these. Does anyone have information about this? Is it common in regular Torque?
#11
the inventory system mentioned about sounds great too.. :)
05/16/2005 (7:30 pm)
A top down or iso demo/tut would be extremely helpful for me. I read that you might be putting a demo up soon in another thread so im waiting for that :)the inventory system mentioned about sounds great too.. :)
#12
05/17/2005 (8:32 am)
Yeah working on ISO this week in fact... think I've almost got the plan / concept/ design done. I really want to get back on the inventory front end, but want to get the ISO thing worked out for my teams game, then share it with the community :)
#13
05/18/2005 (2:30 pm)
Ah hah... until today, I didn't know you could read from .zips like you could normal files... that solves my problem.
#14
05/23/2005 (4:35 pm)
Hey Tut, is there the tutorials that I can just download on to my computer, on the basics and mostly the GUI? In the most lamens terms possible, and slowly step by step walk through where I can see results just a few steps in, as I find it hard to stick with a tutorial when it takes several steps and long hours to see anything happen, so any help with anything like that would be helpful as I as I sometimes find this whole thing of learning this new stuff some what intimadating and need little by little help.
#15
05/23/2005 (5:11 pm)
Hey King Tut, how's your new GUI coming along?
#16
Here is a link to all the tuts he has done so far all zipped up
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7854
Edit: All of his tuts will allow you to see the progress as you go along. They really are good.
05/23/2005 (5:30 pm)
Channa,Here is a link to all the tuts he has done so far all zipped up
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7854
Edit: All of his tuts will allow you to see the progress as you go along. They really are good.
#17
I'm hoping to get a demo version out in a week or two (time seems to elude me lately though =/). At least with the supported actions I have now so people can run through it and give it a shot and then give me feedback to make it even better.
lol I'm semi custom tailoring it for Channa, shes the the lovely gui designer in my team... she posted that sitting right next to me =/ lol gave her a hard time for not just asking me for tutorials, but its good to see her get up on the boards... thx for covering that Charlie :) Really appreciate you leading people to them as well as helping others as well, helps ease the pressure on us all when theres enough people helping, makes this community great.
I'm also hard at work on figuring out an ISO solution, I think I've nearly figured the concepts of one, I think I may try and keep 98% of it script though might need to tweak a couple things on the C++ side..
05/23/2005 (7:16 pm)
Its going good Matt, the editor is coming out very nice :) I love putting all sorts of fancy preview options lol, gives it a professional tool feel, hopefully I can eventually update the skins even. I'm hoping to get a demo version out in a week or two (time seems to elude me lately though =/). At least with the supported actions I have now so people can run through it and give it a shot and then give me feedback to make it even better.
lol I'm semi custom tailoring it for Channa, shes the the lovely gui designer in my team... she posted that sitting right next to me =/ lol gave her a hard time for not just asking me for tutorials, but its good to see her get up on the boards... thx for covering that Charlie :) Really appreciate you leading people to them as well as helping others as well, helps ease the pressure on us all when theres enough people helping, makes this community great.
I'm also hard at work on figuring out an ISO solution, I think I've nearly figured the concepts of one, I think I may try and keep 98% of it script though might need to tweak a couple things on the C++ side..
#18
I absolutely loved your tuts Matthew !
05/23/2005 (10:13 pm)
How about a simple asteroid clone with physics ? This would really be cool.I absolutely loved your tuts Matthew !
#19
Something similar to:
Client.cs
-- in here I setup the canvas
Exec.cs
-- in here I load the files I need for my project
Startup.cs
-- in here I initialize the game with functions such as...
Player.cs
-- in here I put player-related functions such as...
etc...
I would like to see how others (particularly King Tut Bob) setup their projects for maximum efficiency and ease-of-use. The explanations would help me understand what's going through their head when they set it up. I don't know if this would be extremely useful to many people, but for beginners (like myself) I think it would be.
05/24/2005 (6:20 pm)
I would like to see a file layout as an example how to setup a basic T2D project.Something similar to:
Client.cs
-- in here I setup the canvas
Exec.cs
-- in here I load the files I need for my project
Startup.cs
-- in here I initialize the game with functions such as...
Player.cs
-- in here I put player-related functions such as...
etc...
I would like to see how others (particularly King Tut Bob) setup their projects for maximum efficiency and ease-of-use. The explanations would help me understand what's going through their head when they set it up. I don't know if this would be extremely useful to many people, but for beginners (like myself) I think it would be.
#20
05/24/2005 (10:19 pm)
What Matt just said. A basic file structure would help a lot. I see there are different ways to do things even in the spaceship example. In the turorial everything is basically done on the client.cs file and in the actual game the client calls to various files that have the code.
Torque Owner Charlie Malbaurn