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Total newbie,7 questions.

by ProDigit · in General Discussion · 11/06/2008 (2:39 pm) · 7 replies

Hi,

I just got the name of this software, and wanted to see if for fun I would be able to create a smaller game.
I had some questions.

1- Is it possible with Torque to modify original games? (like change landscapes or characters in games like DOOM, or Worms)? Or do you need a source code of some sort?

2- Is Torque hard for a beginner with no programming language basics, but with a strong basics of CAD programs and 2/3D programs to create characters?

3- I downloaded the DEMO, what are the limits of the demo?

4- What is the fastest time you have ever created a working small game, and how long did you do over your first game (starting from scratch)?

5- Can I create games (2D/3D) for Windows (a single programmer/one licence), and what would the right program for me be? (I'm not really interested in platforms like XBOX or Wii or so..)

6- I have a book which claims I will be able to create my first game in 2 weeks. Can you recommend me an excellent (preferably a non too expensive) book or tutorial for beginners with the basics of the basics, and which essentially gives lots results in a short time?

7- I currently own only a Laptop Core 2 Duo 1,66Ghz, WinXP, with an Intel GMA945 (or something) embedded graphics card, with max 64MB shared memory (out of 2GB RAM). Would that be enough to create a game?(& 40GB freespace).

8- With just the basic program Torque, I intend to create a small game in the likes of "Terminal Velocity"(3D),as well as some arcade games (pinball game,2D).
2 small test projects I have in mind.

On the "terminal velocity" game, I just need an enemy plane, which I can modify, a small plane cockpit, and some land base objects that can,and others that can not be destroyed; nothing much.
Also the ability to create a vast big landscape with a few hills and clouds.

The pinball whatever a normal pinball machine needs.

Which additional packs would you recommend me to buy? I don't intend to create a business out of it,it's just for fun,so cheap matters!

Also, do you recommend me to buy the latest Torque,or a previous version? (since my games are totally not graphically demanding).

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#1
11/07/2008 (7:39 am)
I'll try to help you out.

1. I dont think you can mod a original,do that with torque, but you can MAKE a basic game like doom pretty easy.


2. TGB may be easier if you have no programming experience. From what I read. (I kinda wish I knew before I bought TGE) :)




5. If you want to make 2D games, use TGB
if you want to make 3d use TGE.


Someone correct me if I'm wrong.
#2
11/07/2008 (8:39 am)
1) No, Torque is a game engine. It can't alter other games.

2) This one tends to depend on the person. There have been people in past that have been able to learn how to use Torque without any prior programming experience. Generally, though, TGB is recommended for those with no programming experience. You should try the demos to determine what fits your skill level.

3) The only limits to the demo are not being able to publish your game for money and not having source access. You have full access to the scripts and editors.

4) This varies entirely based on the experience of the individual, time and resources available. Personally I've whipped demos together inside of a week, my first project lasted 3 months from design to finish (this was mandated by the deadline). Occasionally there are events held in the community called GIDs (Game In a Day) in which the participants try to get a functional game a 24 hours period.

5) Its possible to create 2D and 3D games with TGE, however, I highly recommend using TGB for 2D games as it was designed with this purpose in mind. TGB can also use 3D assets in a 2D environment.

6) Ken Finney has written multiple excellent books on Torque. While some of the information may be a bit outdated in some of them due to engine updates, they are still valuable resources. I should take this moment to say that seeking speed in results over learning how to use an engine is bad state of mind to be in. Game development is something that takes time and patience and doesn't happen at the push of a button.

7) You need something with a dedicated video card. Onboard video simply does not cut it.

8) There's a Bravetree pack which has the Warsparrow, a jet. The current TGE version is 1.5.2, 1.4 is no longer available for purchase. TGB is currently 1.7.2.
#3
11/07/2008 (8:59 am)
1: No. You would need the source for the original game in question. You can however create something that emulates another game.

2: That's a loaded question. I personally think Torque is one of the easiest to pick up, learn, and start creating something with. I came from a limited CAD background (I still prefer pen, paper, and my old drafting table), and I've modded many a game over the years which is what introduced me to Torque.

3: You would be limited to using the scripting language only. You couldn't modify the source in order to create new C++ parts. I'm not sure about being able to distribute your creation with just the demo though. You can do a lot with the scripting once you learn it. Spend time with it, learn it, and create your prototype, see if it's something that would work for you. Then purchase a license so you can make and sell your game. With the license comes the source code and from there the skies the limit.

4: I made a Doom clone if a few hours. I spent a few weeks on a Tribes-like prototype. I cheated for a Battlefield type game by using the Combat Starter Kit - it had already done most of the work for me (sort of) and it was a hit at the local cyber cafe. But those were quick unpolished proof's of concept, I've got a project underway that I've spent over a year with already and it's nowhere near being finished. Torque, at first is primarily geared towards the FPS genre but anything is possible with teh source code.

5: You could re-invent the wheel (so to speak) and retro-add 2d capabilities with TGE, but TGB would probably be easier. I had a blast with it, during the couple of weeks I spent with it.

6: There's the Game Programmer's Guide to Torque by Edward Maurina, I've heard good things about that book but never used it. I have read Ken Finney's 3d Game Programming All-in-One, it also comes in an advanced version. The first book is a good introduction to just about every aspect of game production with Torque. Art to sound to script to adding it all in game. The advanced version is a more in depth look at scripting damage systems, AI, etc. Both books only deal with the scripting language of Torque. You would need knowledge of C++ and time within the source in order to make good use Torques source code.

7: That would work. Those particular graphics cards (Intel) are something you would want to avoid in the future if you want modern day graphics (ie. shaders). TGE or TGB should work fine on that particular setup. You might "strain" the graphics card a little bit in TGE. Both of my development computers are laptops, one is several years old with XP, 1.8 GHz AMD CPU, 512 MB of ram, and ATI graphics - and it's never given me problems except I can make it run will slow in TGEa with a lot of shinyness turned on (Barricade/Forge demos). My other one is a 64 bit AMD Vista machine with nVidia graphics and 4 GB of ram and it laughs at TGEa. But back on discussion, your machine is capable enough just keep in mind that it's the video card that will most likely hold you back in the future.

8: Take a look at the Warsparrow pack for an easy to drop in plane. TGE is more than capable of doing a type of game like you descibe. The cockpit would simply be a gui/HUD layout on the screen. The vast big terrain is questionable. TGE tiles it terrain block. The default size of the terrain block is around 2k X 2k but can be altered to about 16k X 16k. Everything outside of this area is repeated in all directions. The destroyable objects can be set up and controlled by script. TGE also has 3 cloud layers but you can't actually fly high enough to fly through them if that is what want. They're mostly there for effect and illusion. You could however emulate some based clouds through the particle system.

So far as pinball game goes, it is possible to make one in 3d using TGE, but would probably be "easier" in 2d using TGB.
#4
11/07/2008 (10:38 am)
@ Mike

Onboard video will do more than "strain" a little in TGE. TGB may run, I haven't tried that on such a low end system myself yet. It may work as an interim platform to work on, but it will be highly limiting if it even runs and, in my opinion, shouldn't even be considered as an option.
#5
11/07/2008 (10:41 am)
Thank you very much for your quick replies!
The main issue for me is,since I'm immobile for a couple of months at my house, and need to keep myself from going nuts, I want to see if creating a small game is something for me or not..
I definitely have many good ideas, but this 6 months will decide if I have something in me or not, and maybe to keep programming and creating in the future on the weekends, to maybe even make a buck or two...

So I don't want to spend lots of dollars on it; but if I found I have a talent in making games,I might want to buy a license and be more serious about it!

I'll definitely start out with TGB, and the pinball game will be my first.
Is it a necessity to buy additional add-on packs, or is it pretty easy to create something like flippers, lights and stuff, and a table in TGB?

Also,should I go for the Demo version of TGB, would add-ons work on it?(like packs with objects and sounds)


Is TGB and TGE able to run dual threaded aplications (for processors with multiple cores or hyperthreading)
#6
11/07/2008 (11:00 am)
Oh, since I took your original question about the demo as referring to TGE I should mention there are restrictions when it comes to the TGB demo. You have full editor and script access in the TGB demo, however, the demo is timed to only last for 30 days.

Something like a pinball game should be easy enough to create through the stock behaviors and probably a few custom ones. Behaviors done through script, so you're not limited to only the stock ones. Buying packs and kits are never a necessity, but they do help to give you a leg up on things depending on what you're doing.

As far as multi-threading goes, I'm a bit rusty there. As I remember it, the engines can support multi-threading, but you will have to get your hands dirty and handle what is in each thread yourself. That may or may not be the case currently. The engines will run fine on multi-core processors though.
#7
11/07/2008 (12:10 pm)
@ Scott: the onboard ATI video on my old machine runs TGE just fine - never had any issues with it (graphical or performance wise). It runs TGEa just fine also but does get a bit sluggish once I start turning on the newer shaders. The issue is mostly with the integrated Intel cards which I did mention. But ProDigit should be able to develop just fine regardless of the card so long as the demos will in fact run, granted that performance will not be the best....

@ ProDigit: Multi-threading will have to be added once you have access to the source.
You should be able to use any content pack you want so far as sounds and 2d artwork goes for TGB (I believe it can use some 3d artwork also). They will give you a boost in production speed and rapid prototyping, but you will (hopefully) want to eventually have custom artwork. In the end it's your design - your choice.