Game Development Community

Considering Purchase

by Salad · in Torque Game Builder · 03/18/2006 (9:24 am) · 7 replies

Hi everyone,

I'm considering purchasing Torque Game Builder but first I wonder if I could ask a few questions...

Okay, first: I use a Mac and I'm highly computer literate, mostly in terms of art/design. I don't know the first thing about C++ although I do know a little bit about some scripting languages like PHP (enough to fiddle around). I also have experience of Realbasic (a Mac 'equivalent' of Visual Basic) for making games.

So my first question is, do you think Game Builder is suitable for me- in terms of being at the right level for me to get my head around?

Okay, now for some other questions...

There doesn't seem to be much in the way of code examples, documentation, demos etc. before I buy Game Builder. I know this is a really dumb question- but what exactly am I getting and how does it work?

I know I get all of the source code but I assume that since I don't know C++ this wont mean much to me. Do I also get a launchable application that allows me to import graphics and sounds etc. and then make them do things (!) via scripting; and then export it all as a standalone game?

I realise that this is a bit of a dumb question but I just want to check that Game Builder actually is what I think it is.

Also, GB is an Early Adopter relase (beta?)- is there any idea when it will reach a final release?

And how does upgrading work? I assume that if I buy I am entitled to upgrade to the latest version for a certain amount of time.

Regarding the licence: If I got the indie licence, would I be able to simply upgrade to the commercial licence in the future?

Thanks in advance for any help.

About the author

Recent Threads


#1
03/18/2006 (9:48 am)
It sounds like you have some knowledge of programming, so you should be able to get going with TGB pretty quickly. Like you, I don't know C++ either and have done some pretty cool things with TGB (at least I think so anyway :) It's relatively easy to get into. A lot of the hard work is taken care of by TGB so you just need to plan out and code your game logic rather than all of the underlying stuff as well.

When you buy TGB, you get full C++ source to the engine, an exectuable version already to run, and the sample games. Even if you don't know C++, you can glean some useful info from just flicking through the source.

The current version has a Level Builder tool which, I'll be perfectly honest about, I haven't really used. It should allow you to place sprites throughout your game level ready for you to write the code for. Someone else would probably be able to give you more info on it though.

You don't really export your game when you're finished, all you need to do is delete all of the source script files, and then you can distribute your game using the compiled versions. Unless you use some kind of encryption/packing resource (which will require changes to the engine) your sounds and images are all available to be prodded and poked by the masses.

I don't think there's a date for the final release yet, but work is certainly ongoing. From what has been posted in the private forums and in plans, I get the impression that a new version isn't that far away.

Also, because it's EA, no date has been set past which upgrades will no longer be free. Fingers crossed we'll be entitled to them for life though :)

And yes, should you need the commercial license in the future to develop non-games, you earn too much money, or you simply don't want to display the TGB logo on startup then you can upgrade.
#2
03/18/2006 (10:21 am)
Thanks for the detailed reply Philip.

Yeah, I've got reasonable programming knowledge- in terms of the basics: branching code, variables, arrays, loops etc. It's just that I'm a bit scared by the old C++! It sounds like TGB is exactly what I'm after.

When you say that I just remove the source script files and distribute the compiled versions, I'm not sure I understand. Will I need a compiler to do this? And when you say the compiled versions- is there more than one?

Regarding hiding all of my games resources (graphics/sound etc) by using an enryption/packing resource, you say that the engine needs to be changed. Does this require C++ skills? On the Mac, as far as I know, it's not too difficult to make folders and files invisible.

Thanks.
#3
03/18/2006 (1:09 pm)
When you write scripts, you can use your favourite text editor and they're saved as plain text files (with a .cs extension under Windows). When you run your game, your scripts are compiled by the engine automatically and a .cs.dso file is created for each .cs file.

When you distribute your game, you delete the .cs files and ship the .cs.dso files. There is a handy packaging utlity in the current version that does this for you.

There are a couple of encryption resources on the site which just drop into the TGB code base, and then you can recompile the engine. I've used a few resources that have been posted here with TGB, and if I can get them to work, then anyone can! :)

If you can make folders invisible, then the chances are you can make them visible again, so I wouldn't rely on that to protect your files.

Having said that, you might not be too bothered about your art and sound being available. I know with the stuff I've done so far, I'm not too fussed. But it does generally prevent you from using licensed art/sound as they will normally require that you encrypt or otherwise package up the assets so they are not directly accessible by the user.
#4
03/18/2006 (8:14 pm)
Based on your expressed background and general knowledge, you'll enjoy TGB quite a bit I think. We have many "pure art" artists that have rather easily created quite complex gameplay mechanics after just a bit of study, and it is designed to be very easy for people to get in and make basic gameplay, and as their experience grows continue to design and implement much more complex features.

Upgrades won't be an issue (cost wise) for quite a while yet, so I suggest you bite the bullet and jump in--I'm pretty confident you'll never look back!
#5
03/20/2006 (7:12 am)
Well, I took the plunge... and now I'm lost already. I seem to have plenty of source code but I can't find any executable files.

I already asked: I know I get all of the source code but I assume that since I don't know C++ this wont mean much to me. Do I also get a launchable application...

And Philip said: When you buy TGB, you get full C++ source to the engine, an exectuable version already to run, and the sample games.

*Confused*

Any help would be greatly appreciated.
#6
03/20/2006 (7:48 am)
Look in the games directory. You should have a T2D.app in there.
#7
03/20/2006 (8:08 am)
You'll also have the shortcuts to run the -mods in the /games directory.

You'll also see the directories for the mods (spaceshooter, fishdemo, checkers). In those directories, you'll find that they accomplished those mods by only changing the scripts. The core engine wasn't modified at all.

Hope this helps

-Tim