Game Development Community

New books from Garage Games

by Hokuto · in General Discussion · 03/14/2006 (1:25 am) · 143 replies

Http://www.gamasutra.com/php-bin/news_index.php?story=8502

- GarageGames, an independent game publishing label, has announced a partnership with book publishers A K Peters to create game development-focused books. The first one to be published will be "The Game Publisher's Guide to Torque," a tutorial on using GarageGames' proprietary Torque game engine. "Publishing books is an extension of our efforts to teach aspiring programmers the fundamentals of game development," said GarageGames CEO Mark Frohnmeyer. "We could not have a better partner than A K Peters, a global book publisher with a stellar reputation for publishing high quality texts and references."
#121
04/29/2006 (12:07 pm)
Yes Mark... I noticed the difference but it didn't click in my head :)
Well spotted
#122
04/29/2006 (2:52 pm)
Subject: book errors

Chapter 4 - Page107

bt06
$a = "This is a regular string";
$b = 'This is a tagged string';
echo("Regular String: " $a); // HERE there is a comma missing before $a
echo("Tagged String: " $b); // HERE there is a comma missing before $b
echo("Detagged string: " , detag($b) ); // Shouldn't this use getTaggedString($b) ? maybe


All together

$a = "This is a regular string";
$b = 'This is a tagged string';
echo("Regular String: ", $a);
echo("Tagged String: ", $b);
echo("Detagged String: ", getTaggedString($b) )
#123
04/30/2006 (2:24 am)
Subject: unclear result

Chapter 4 - Page 119 - bt16() script
If I attempt to follow what the book asks to do on one of the GPGT lesson Kit's missions, the code won't work
when you type
$Player_id = $Player_name.getID(); //second line of code
I get (0): unable to find object: 'myGuy' attempting to call function 'getId'

but if you try the exact same code and procedure assigning a name to the player character in let's say the MazeRunner Protorype... the code works just fine.
So it works but not in the Lesson Kits Missions (or at least that's what happens to me)
#124
04/30/2006 (6:59 am)
Subject: Incorrect instructions I think?

- Page 132 Maze Runner Lesson2
It says:" 2. Now, edit the function onServerCreated() in the file "\MazeRunner\prototype\server\game.cs"

it should be: "\MazeRunner\prototype\server\scripts\game.cs"


- Page 133
Top paragraph under the code: "To test for successful load, simply start the kit and load the "MazeRunner"
Ok, here I'm assuming the user actually edited the game.cs in his WIP folder of the MazeRunner prototype game. So the user should not start the kit, he should instead start his own MazeRunner, Demo.exe and indeed it will work.

Unless I missunderstood something



- Same for Page 181 - Coppy Required Files paragraph
"Now, edit the function onServerCreated() in the file "\MazeRunner\prototype\server\game.cs"
Is should be: "\MazeRunner\prototype\server\scripts\game.cs"
#125
04/30/2006 (7:02 am)
Subject: Incorrect instructions I think?

- Page 132 Maze Runner Lesson2
It says:" 2. Now, edit the function onServerCreated() in the file "\MazeRunner\prototype\server\game.cs"

it should be: "\MazeRunner\prototype\server\scripts\game.cs"


- Page 133
Top paragraph under the code: "To test for successful load, simply start the kit and load the "MazeRunner"

I don't think the user should start the kit (lesson kit)
Ok, here I'm assuming the user actually edited the game.cs in his WIP folder of the MazeRunner prototype game. So the user should not start the kit, he should instead start his own MazeRunner, Demo.exe and indeed it will work.

Unless I missunderstood something
#126
04/30/2006 (9:18 pm)
EFM: GPGT Question

Will the Strip Compass HUD work in the Starter.fps? I am trying to get this HUD to work and have followed the section 13.4.3 , but it does not work. I have the strip and frame in, just doesn't move to direction. Is there a modification to the c++ code needed?
Edward F. Maurina III
Associate Posted: Apr 18, 2006 23:57
@ Mark,

Hi. Been gone a while. I have sent you an e-mail with an answer to your latest query. All is explained within... :)


Can you Forward me that email on how to impliment the strip compass into starter fps?
#127
05/01/2006 (12:43 am)
You could need something to point it to.
Just a supposition, since I haven't received the book yet.

Bye, Berserk.
.
#128
05/01/2006 (6:22 am)
EFM: GPGT Question

Will the Strip Compass HUD work in the Starter.fps? I am trying to get this HUD to work and have followed the section 13.4.3 , but it does not work. I have the strip and frame in, just doesn't move to direction. Is there a modification to the c++ code needed?
Edward F. Maurina III
Associate Posted: Apr 18, 2006 23:57
@ Mark,

Hi. Been gone a while. I have sent you an e-mail with an answer to your latest query. All is explained within... :)


Can you Forward me that email on how to impliment the strip compass into starter fps?
#129
05/01/2006 (11:29 am)
@Michael Branin: Edward is supposed to be doing a posting on the compass. I think he has been real busy and hasn't got a chance to post it yet. I will look for the email if I still have it.
#130
05/01/2006 (2:40 pm)
Thanks, again, Edward. I purchased a copy of this book thru Amazon.com[sorry, GG, saved a couple bucks-SuperSaverShipping!], and received it earlier in the week. I've already skimmed over all of it and I must say I am very impressed.

Finally, a single tome of all the pertinent TGE engine information! In merely skimming; I've picked up on concepts and explanations as to the 'Why' things are the way they are in TGE...playThread is a perfect example. I've stumbled on this and was using the one solution, I'd arrived at my own. It never did work 100% of the time, very close; but if my projectile collisions arrive too quickly, it borked and settled into the playState. I'll investigate the prescheduling again; my first attempt at that, you describe[exactly as I had scripted] as not viable and I agree, ;)...a stopThread won't work before the playThread.

For me to merely collect all this data would take more than a few hours worth of my time[compared to cover price-barely 1 OT hr.]. It's all organized with notes, tips, and pitfalls; another bit of time that more than pays for itself.

For me, the book alone is invaluable. I'm a little confused by the different 'kits' and robust folder structure at first blush, the many pdf's outline many things; I guess I'm looking for the StartHere...I want to run only the lessonKit and not build Mazerunner. I see all the 'tools & utilities' and 'samples', desperately wanted to find out how to get on that 'Track', and expose myself to the GUI and other 'samples'. The Finney books had installers doing a lot of work, so I was a little baffled with the content 'overload' and the manual structuring[I license an Indy SDK, why do I need the TGEdemo's Tree?!?]...I kept trying to launch the .exe from the disc and that proved fruitless, untill I copied entire Trees over to my developement box off the disc and then ran them.

You did a great job on the flow diagrams too, something that really helps me understand how things 'work' and why. I must say though, as an 'artist', Namespaces and ClassNames and Datablocks still make my head hurt. At this point, I still can't wrap my head around why simply using : Provenience doesn't work all the time...? and I need this nameSpace to accomplish things...aaaaahhhhgggg. It'll seep thru...just take a little more time and more working lessons...

Thanks again.
Rex

..aha! I'm finding it all now and looking at the GPGT Lesson Kit, very nice indeed. So much work went into this system!

Also, I note this as being volume I? and that the ai utilities and task managers are to be in the future for certain. As books or as lessonKits? This is great.
#131
05/02/2006 (8:12 am)
NB: I didn't seem to find this in the latest corrections...

KitLesson: ShapeBase Sounds-

I notice that the lesson starts with the mono[drip sound] playing, subsequently using key '2' does activate the stereo sound[water running]. After selecting the stereo sound, I cannot get key '1' the mono sound to play ever again, however; the stereo sound will always play when called.

Without closing the engine[lessonKit] and only reloading the ShapeBase Sound lesson, will not allow the mono sound to play at all. Seems to be something like the lightning bug...?? Perhaps not, I definitely need to close the program to get it to reload, simply leaving the mission isn't enough? Is it me?

NB: pressing key '1' does stop the stereo sound from playing. Without pressing key '2', and pressing key '1', seeeeems to reset the mono sound with each press, it's with the leaving the button it never returns.

Oh, btw; excellent listing and explanations on needed corrections. I wish the same approach was used on the 3DGPAI1 books....made things much easier. This system of the sampleConsole and the samplers is exactly the boost the engine documenation deserved, and more than worth the price.

I guess my goal isn't to "make the greatest/best selling game eva'", merely understanding how the engine actually functions is enough for me...;).
#132
05/06/2006 (4:37 pm)
@EFM: Subject: GPGT feedback

I have had several people emailing me for the code of the compass script to get it to work in the starter.fps. I have to say no because that is for the author to post it(mainly for explaining the script and how it works).

A little suggestion for any future books ( to all authors), use the Torque demo for examples. As for myself I mainly am interested in working with the starter.fps or the starter.racing kits that come with the TGE. I am not trying to be rude, but I think it would help people just starting out with TGE better. Everyone has their own idea of a game they want to make. I think teaching on how to modify the demo would be better way of learning TGE. The same questions came up with K. Finney's book 3DPAI1 as well.... "How do I get this to work in the starter.fps?" Just a suggestion.
#133
05/06/2006 (6:10 pm)
@Mark Barner

I would definately agree with using the Starter.FPS for teaching.
#134
05/10/2006 (3:06 am)
On page 72 section 3.10.5 Maze Runner Lesson #1 (90 Percent Step) - Terrain for Our Game
sub section ... GENERATE NEW TERRAIN

Item #2 reads...

2.) Start the Maze Runner mission.


I found this confusing since I am 2 days new to Torque. Anyway some step to completing Step two were glazed over. You need to goto this directory on the CD....
MazeRunner\MazeRunner_Post A - Lesson 21\demo.exe
A.) Double click on Demo.exe
B.) Click "Start Mission" on left side
C.) Select "Maze Runner"
D.) Click "Launch Mission"
E.) Hit F11 and then hit F7

To a new user the steps I added "A" thru "E" will be helpful.
#135
05/10/2006 (3:49 am)
There should be a forum dedicated to this, this thread is getting too long for browsing.
#136
05/10/2006 (12:32 pm)
Yes Mincetro,
I suggested Roto to come here because he may have a better chanceto get some help.
I think Ed said he was trying to get a new forum section dedicated to his book.
#137
05/10/2006 (4:10 pm)
On Page 94 Section 3.14.8 Loading New GUIs the sentence ....

Open up the file "egt\client\init.cs" and search for the following code.


The path "egt\client\ does not exist on the CD that came with the book.


The sentence shuld read....
Open up the file "GPGT LessonKit\gpgt\client\init.cs" and search for the following code.
#138
05/10/2006 (4:25 pm)
On page 93 Section 3.14.7 Creating a New (Parent) GUI
sub section The Dialog there is a sentence that reads...

Save this GUI under the name MyFirstGui.gui in the "gpgt/client/interfaces" directory

It should read...
Save this GUI under the name MyFirstGui.gui in the "gpgt/client/interfaces/mainMenu/" directory
#139
05/10/2006 (9:05 pm)
@All,

The GPGT Forum is officially on-line. Please see answers to your above questions here.

www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|GPGT
#140
06/28/2007 (3:44 pm)
Hello all,

It's been a long time since anyone has posted here, but maybe I can still get some help from someone who has completed Mazerunner.

I am on Lesson #17. First, I do know that this lesson wants you to actually copy the levelloader.cs, not the teleporters.cs that it says in the book. I'm good in that regard.

The problem I am having is that when I enter Torque and buildLevel(0); from the console, nothing happens. The console log spits out a ton of errors regarding the levelloader.cs file and its use of the addEntry and getEntry commands, saying that they are unknown commands.

Has something changed with TGE 1.5 that now invalidates these commands (the book was written for 1.4- I believe)? Or possible I missed a step somewhere. Anything anyone could think of would be greatly appreciated.

Thanks for your time,

Steve