Just starting, um, what do I do with directories?
by Caleb Child · in Torque Game Engine · 07/17/2006 (6:53 pm) · 4 replies
So, I'm just starting out. I've made that "GameOne" game the tutorial details out, and so now it's time to start working on my real game, or at least the core of it.
So, what I'm wondering is, how do I start up my first seperate game? There are five (to my knowledge) seperate games in the example directory, (the fps and racing starters, the demo, the gameOne and tutorial.base,) and only one can be played, so determined by that main.cs, and that's what that executable will start up. Apparently though, the other ones can be started up through other .exe files... to sum up, I don't really know what's going on.
Should I arrange a new directory for my new game, or just rename one of the existing ones? How does this whole .exe situation work; can I make a new .exe for my game? What about making one that jumps into the game as the "final product" would be, while having a seperate one that jumps me into the editors? Or would it be wiser to leave well wnough alone, and just remove the editor bar when I have my final product?
Some advice,
Some suggestions,
Some Information,
all is appreciated.
Thanks.
So, what I'm wondering is, how do I start up my first seperate game? There are five (to my knowledge) seperate games in the example directory, (the fps and racing starters, the demo, the gameOne and tutorial.base,) and only one can be played, so determined by that main.cs, and that's what that executable will start up. Apparently though, the other ones can be started up through other .exe files... to sum up, I don't really know what's going on.
Should I arrange a new directory for my new game, or just rename one of the existing ones? How does this whole .exe situation work; can I make a new .exe for my game? What about making one that jumps into the game as the "final product" would be, while having a seperate one that jumps me into the editors? Or would it be wiser to leave well wnough alone, and just remove the editor bar when I have my final product?
Some advice,
Some suggestions,
Some Information,
all is appreciated.
Thanks.
About the author
http://calebchild.boldlygoingnowhere.org/caleb/
#2
But uh, the FPS starter kit doesn't let me access the editors. I should consider that to be nessecary. I mean, I would prefer to have a seperate program to use to set up the missions and GUIs while unhindered by elements of the game, and then have a seperate program to run the game in a "pure" form without the editors; thought the way the tutorial had me doing things makes it look like I just edit things right in the game.
But I guess I really just need to get used to Torque's workflow. Still, I can only access the editor's through tutorial.base, so how could I edit the starter kit like that? I'm clearly still missing something here, so I'm guessing there's still stuff I need to change.
07/17/2006 (10:45 pm)
Umm, I made a new folder (in the same directory that the "example" folder is in) and copied in those four items. The FPS starter kit works on its own, so now I've removed all the unnessecary stuff I don't want. That's cool.But uh, the FPS starter kit doesn't let me access the editors. I should consider that to be nessecary. I mean, I would prefer to have a seperate program to use to set up the missions and GUIs while unhindered by elements of the game, and then have a seperate program to run the game in a "pure" form without the editors; thought the way the tutorial had me doing things makes it look like I just edit things right in the game.
But I guess I really just need to get used to Torque's workflow. Still, I can only access the editor's through tutorial.base, so how could I edit the starter kit like that? I'm clearly still missing something here, so I'm guessing there's still stuff I need to change.
#3
07/18/2006 (8:31 am)
Editors are handled in the Creator folder I believe. The common folder is also required, correct me if I'm wrong.
#4
You can access the demo version of the showtool by putting "show" in the defaultGame space in main.cs.
07/18/2006 (4:48 pm)
Matt is correct. The creator folder is where the editors reside. When working with torque, the editors work in game. You can use the show tool, (folder is in sdk/example/show) to view your work done in other editors before putting them in your game if that's what you want. You can also manually add items to your mission by editing the mis file.You can access the demo version of the showtool by putting "show" in the defaultGame space in main.cs.
Torque Owner Mike Rowley
Mike Rowley
The $defaultGame is the folder name of the game that will be used by the exe. (1 exe, 4 different folder options)
For your own game, I'd suggest using the starter.fps if you want a multiplayer game. It works out of the box.
Make a new folder. (I'll call it demo)
Demo (inside, copy)
starter.fps folder
common folder
exe
main.cs
Make sure the main.cs points to starter.fps, then click the exe and you can play.
If you change the name of the starter.fps folder, (which you can) you'll have to search the cs files as some have the full path to script files, and objects. The starter.fps folder name will have to be changed there too.
Hope this get's you on your way.