Starting Engine
by Howard University · in Torque Game Engine · 01/25/2006 (10:33 am) · 10 replies
I am very new to Torque engine and game development, I have the TGE and want to know how to start a new game. Currently i can only begin with the starter kits and go from there but i need a totally blank template to start from how do i go about that?
About the author
#2
01/25/2006 (10:59 am)
How do I access that file because all i have in my Torque file is the sdk folder and all of its subsequent folders and files. Looking in the developer home page i started going through the tutorial with the green alien (The pdf written by Edward Maurina) and he always starts with "Start the Engine" and has a screenshot of a GUI that i simply dont have. I only have a link to the Torque engine folder and that contains the starter kits only. Is there something im totally missing?
#3
link to book here at GG
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5638
link to amazon
www.amazon.com/gp/product/159200136X/qid=1138215983/sr=8-1/ref=pd_bbs_1/102-3988...
01/25/2006 (11:13 am)
The following is a link to a book that anyone starting with torque should purchase. It is basically a huge tutorial on how to get a game up and running using torque. The book uses torque V1.2 and comes with a cd with a trial version on it. You will want to keep the cd as it contains alot of the project materials on it. I assure you that when you get through this book you will have a greater understanding of how to make a game using the torque enginelink to book here at GG
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5638
link to amazon
www.amazon.com/gp/product/159200136X/qid=1138215983/sr=8-1/ref=pd_bbs_1/102-3988...
#4
There really isn't a totally empty skeleton app that you can use to build on. The normal way to work is to mod what's already there. You can start by working with the code in starter.fps
Steve
01/25/2006 (11:34 am)
Todd,There really isn't a totally empty skeleton app that you can use to build on. The normal way to work is to mod what's already there. You can start by working with the code in starter.fps
Steve
#5
In the exampiles folder in the SDK, just start the engine. If i recall correctly, its allready using that mod. If not, open the main.cs in the root folder, and do some poking around, declared at the top is the the varable for the mod you wish to use, just replace that.
and you should be posting in the torqe owners area.
@M-theory
yes there is =)
01/25/2006 (11:40 am)
@toddIn the exampiles folder in the SDK, just start the engine. If i recall correctly, its allready using that mod. If not, open the main.cs in the root folder, and do some poking around, declared at the top is the the varable for the mod you wish to use, just replace that.
$defaultGame = "Tutorial.bace"; //the folder you wish to use AKA:your MOD $displayHelp = false;
and you should be posting in the torqe owners area.
@M-theory
yes there is =)
#7
Maybe we are getting our terms mixed up. But, in the SDK>examples, there is a folder "Tutorial.bace", it's about as striped down, barebones as you can start, its technically a mod of common ETC.. But you don't have to go clearing out any of the demo or Starter.FPS stuff. AFAIK, all it has is a player (blue box guy) and a terrain...that flat with blue boxes on it, no chat, no spawning, no AIplayer, no objects but the standard...just a clean "base" to start adding your own resources and scripts to.
01/25/2006 (12:25 pm)
@m-theroyMaybe we are getting our terms mixed up. But, in the SDK>examples, there is a folder "Tutorial.bace", it's about as striped down, barebones as you can start, its technically a mod of common ETC.. But you don't have to go clearing out any of the demo or Starter.FPS stuff. AFAIK, all it has is a player (blue box guy) and a terrain...that flat with blue boxes on it, no chat, no spawning, no AIplayer, no objects but the standard...just a clean "base" to start adding your own resources and scripts to.
#8
Yeah, I guess your right. My information is not updated for TGE 1.4 :)
Thanks for pointing that out.
Steve
01/25/2006 (12:54 pm)
Allyn,Yeah, I guess your right. My information is not updated for TGE 1.4 :)
Thanks for pointing that out.
Steve
#9
01/26/2006 (8:15 am)
Thanks all i have the book and now i am going to but it to use
#10
01/26/2006 (8:33 am)
Good luck, and cant wate to see what you make =)
Torque Owner AllynMcelrath