Game Development Community

Just getting started.

by Aaron Cocklin · in Torque Game Engine · 02/10/2007 (6:02 pm) · 6 replies

Hello, i just recently bought torque, 1.4..
Soon i will be buying the advanced version and torque 1.5..

Anyway i have no programing language at the moment, so i know game progress is going to begin slow..
However i am confident my determination and game ideas will make a VERY good game, its going to be MMORPG.

Anyway, when i go to load in object into the game, or anything, it opens the folder...
I have no idea where this folder is, if i wanted to load one of my own things into the folder, thus into the game, how would i do that?
I know its probally something dumb.. I JUST started so, yeah..
Also i go to click on the tutorial base, is that what i payed for?
or i'm i missing a file that i downloaded, how do i access the source code to compile it?

And this makes a client?

#1
02/12/2007 (9:21 am)
Have you tried going through the tutorial? It's GettingStarted.pdf and in the SDK\example directory. Going through that will give you a good handle on working with the engine. The source code is under SDK\engine. You can download Visual C++ express and then compile using the project in the SDK\VS2005 directory.

If you've ever made mods, then it will help to think of the directories under SDK\example as mods.

Double clicking on torqueDemo.exe will launch the mod specifed in main.cs in the same directory.

look for $defaultGame = "modName";

so if you set $defaultGame = "starter.FPS";

it will always load the starter.FPS mod.

in the mod directories you will also see client, data, and server directories. all of your objects / textures for the game will go in one of the subdirectories of the data directory. for example, you might put a tree for your game in the data/shapes/trees directory.

going through the initial tutorial will help out a lot :)
#2
02/13/2007 (9:31 pm)
Yeah i figured that out..
in the main.cs i opened it up with jedit, couldn't find $defaultGame, i need to change it to the sdk directory so it can load my work..

BUT my main question is, and i know this is dumb i am just starting i excpect within a year there will be alot of progress, but for now i know just about nothing.
I know enough about computers, i have worked with many programs so i can navigate around them, and i can learn pretty well :)

Anyway I tried to load a 3ds model into torque tutorial base, by putting it in the shapes/player under the sdk.
it was 3ds, and to my knowledge torque could load these types of files, does it need to be coded in so it can recognize the file type? or does it need to be coded to display it.
I tried something pretty dumb, i just changed the name from .3ds to .dts, it worked of course showed up in the world creator, ( it didn't before) and i loaded it, crashed as expected, i have been looking for a tutorial but haven't found one for.

Changing a view to 3rd person, changing player models..
AND ONE MORE thing before i quit asking questions..

I want to do an attack for example:

Target the enemy, click a button in the UI ( Special attack) show the animation for the attack the sequence does differnt damage values, i don't want a fps where you run around and shoot, or slash, and when it hits the target it does damage, BUT more of a RTS/MMORPG type of feel....

OR if possible to do a special attack to execute a sequence of animations and when the sword, or gun whatever hits the opponent it does damage..
ANY way would like some help hehe :)
and thank you Joshua for being so nice :)
#3
02/13/2007 (10:02 pm)
The mmo style aspects you are looking to do, such as the point and click interface, there are tutorials for most of them if you do a search. Otherwise there are products you can buy such as mydreamrpg and afx that already have a lot of the mmorpg stuff coded.

Here are a couple links that you may find helpful in answering those questions and other general things you'll want to learn.

http://tdn.garagegames.com/wiki/images/0/03/Playerdump.pdf (bot commands for things like inflicting damage [.applyDamage])

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=category&qid=127
(tuts)

Hope this helps
#4
02/14/2007 (12:48 pm)
Thank you so much both of you have been very nice :)
heh i was expected to get flamed, anyway if i have another questions i'll ask them in this thread..
the mydreamrpg seems like it can create a mmorpg, but not a the kind i want,with all original content and what not..
I'm thinking of so many things and many have agreed with me this can be a REALLY great game..
A complex battling system etc..
Like i said i excpect it to be 2 years... to a year to get the game really going, MAYBE sooner depends.

But anyway thank you for the help, haven't looked through all the tutorials but so far haven't found anything on how to import 3ds type files, or .max type files, i'll keep looking thanks :)
#5
02/14/2007 (12:52 pm)
You will have to convert them to DTS files from your modeling application.
#6
02/14/2007 (10:04 pm)
I (and many others) recommend the book "the Game Programmer's Guide to Torque". Just roll through it and you'll have all the basics down solid.

Torque is a really great system, but like you said it does take a little getting used to (which I can't think of any way around). I'm working on an FPS prototype, and even _I_ am blown away by what I can do with it! :-) Took me about six months to start being really productive.

Edit: to be honest, although I own the book and reference it from time to time, I just starting jacking with stuff. First doing one thing, then another. Like figuring out how to get shapes into DTS (Torque's shape format) from Milkshape. That took a month to get proficient itself. But I've read enough of the book to see that it gives a solid overall basic overview of the system.