Source codes of our games
by Pavel Tovarys · in Torque Game Builder · 01/04/2009 (9:18 am) · 34 replies
Hello,
I decide to publish source codes of our games. I'm not a very good programmer, so the source codes are poor, but maybe somebody will find something usable there.
We published sources codes of ArchMage, Phantasia, Styrateg and one game prototype. Other games will come soon. You can download the sources at blog.rakeingrass.com
Feel free to contact me if you have any question or comment.
Regards,
Tovy..
I decide to publish source codes of our games. I'm not a very good programmer, so the source codes are poor, but maybe somebody will find something usable there.
We published sources codes of ArchMage, Phantasia, Styrateg and one game prototype. Other games will come soon. You can download the sources at blog.rakeingrass.com
Feel free to contact me if you have any question or comment.
Regards,
Tovy..
#2
When I move into TGB content generation, I think I'll use one or two to make tutorials. I'll let you know. Thanks again!
01/04/2009 (10:32 am)
@Pavel - Awesome! Thanks for moving forward on releasing this source. I first talked to you about this on YouTube, and have been anxiously waiting for when you did.When I move into TGB content generation, I think I'll use one or two to make tutorials. I'll let you know. Thanks again!
#3
01/04/2009 (12:39 pm)
Pavel, that's a great thing you offer to the rest of the community. Creating a game is in essence solving a multitude of little problems. Being able to look at how others solved similar problems is always enlightening.
#4
01/07/2009 (5:54 pm)
Thanks Pavel. Question about the Phantasia source... I'm looking to see how you display a black window so quickly at start-up. What source file does that?
#5
function on_start()
{
exec("firstGui.gui");
canvas.setContent( firstGui );
schedule(100, 0, "init_game");
}
function init_game()
{
// load all other GUIs and scripts
start_game();
}
01/08/2009 (6:35 pm)
Create a simple gui, when the game starts, don't load anything, only show the gui. Then you must schedule the main function with loading all other things. The scheduling is due to refreshing the screen.function on_start()
{
exec("firstGui.gui");
canvas.setContent( firstGui );
schedule(100, 0, "init_game");
}
function init_game()
{
// load all other GUIs and scripts
start_game();
}
#6
One thing that you may wish to consider is coding your TGB games in C++. I do the exact opposite of what you do: 99% C++, 1% torquescript. I mostly use torquescript to test C++ modules. This takes a lot more initial development but ultimately gives the developer a lot more control and power. Then again, I still haven't actually released anything yet so perhaps you are doing the right thing. Cheers and thanks again.
01/11/2009 (5:52 am)
Thank you for releasing your source code. It is always good to see how others have approached similar problems. I have always been impressed with the volume and general quality of your game releases. It will be interesting to see if you continue to utilize TGB or revert back to your custom engines.One thing that you may wish to consider is coding your TGB games in C++. I do the exact opposite of what you do: 99% C++, 1% torquescript. I mostly use torquescript to test C++ modules. This takes a lot more initial development but ultimately gives the developer a lot more control and power. Then again, I still haven't actually released anything yet so perhaps you are doing the right thing. Cheers and thanks again.
#8
Very nice! I definitely look to your team as a role model. It's great to see that even after all your success, you're still keeping it humble. :)
01/12/2009 (4:25 pm)
@Pavel:Very nice! I definitely look to your team as a role model. It's great to see that even after all your success, you're still keeping it humble. :)
#9
im gonna take a good look at phantasia and Archmage sources...
01/12/2009 (9:08 pm)
Thank you very much for this... i really think it will make things easier for some ppl that likes reading code and takin ideas from there (is that even possible?)...im gonna take a good look at phantasia and Archmage sources...
#10
Deborah: Thanks! ;)
Chris: hehe, We are still poor, so I think we have no very big success :) But we do job we love and it is the most important thing for us
Ehrlichmann: I plan to release source of Phantasia 2 in about 2 weeks (I want release one source code/month), I think it is a bit better then Phantasia, so you can wait for it
01/13/2009 (3:15 am)
Matthew: I'm not very good programmer and I have no idea about the Torque core, so I use only script. It is slow sometimes (f.e. when I used it for A* algorithm in Styrateg :) but it is ok for smaller projects.Deborah: Thanks! ;)
Chris: hehe, We are still poor, so I think we have no very big success :) But we do job we love and it is the most important thing for us
Ehrlichmann: I plan to release source of Phantasia 2 in about 2 weeks (I want release one source code/month), I think it is a bit better then Phantasia, so you can wait for it
#11
01/14/2009 (2:44 am)
Thanks, this is really is very cool
#12
01/16/2009 (11:02 am)
Pavel, very awesome of you to do this :) Huge thanks.
#13
We published a source code of our action horror game Larva Mortus. You can download it again at our official blog blog.rakeingrass.com/. I hope the code will be useful for GG newbie community :)
05/01/2009 (3:59 pm)
Hello,We published a source code of our action horror game Larva Mortus. You can download it again at our official blog blog.rakeingrass.com/. I hope the code will be useful for GG newbie community :)
#14
05/01/2009 (4:10 pm)
Very big of you my friend. Big ups for anybody that furthers the ability for newbies to break into the industry and the advance of game design overall. I'm sure many great ideas will spawn from your awesomeness
#15
I'm really interested in hearing what your thoughts are about how Larva Mortus does on Steam, once you have enough time to evaluate it. Just even a general "We'd do it again" or "It's not worth it" would be interesting to hear.
05/01/2009 (4:41 pm)
Very cool. I always respect the Rake in Grass games... they are always top-notch.I'm really interested in hearing what your thoughts are about how Larva Mortus does on Steam, once you have enough time to evaluate it. Just even a general "We'd do it again" or "It's not worth it" would be interesting to hear.
#16
05/01/2009 (4:44 pm)
Yeah, post mortems for your games would be interesting. And thanks for all the source :)
#18
05/19/2009 (9:58 am)
i've been waiting for this one to come out for literally months (since you told me about it), now im gonna sink my teeth into it, to discover some of the tricks you used in that game... i really appreaciate the huge effort you're doing for the comunity.
#19
I was wondering is someone could help me with a question I had about Phantasia 2. I'm just starting out, and I've never looked at anything that didn't use the game builder, so I'm not entirely sure what I'm doing at all.
When I looked at the level_definitions.cs I noticed a reference to .map files and was wondering what these were? I'm usually good at learning by dissecting, but it's a bit harder when some pieces are missing.
Thanks for any help, I appreciate it.
06/07/2009 (6:16 am)
This is a great resource for the community. Thank you so much for posting it.I was wondering is someone could help me with a question I had about Phantasia 2. I'm just starting out, and I've never looked at anything that didn't use the game builder, so I'm not entirely sure what I'm doing at all.
When I looked at the level_definitions.cs I noticed a reference to .map files and was wondering what these were? I'm usually good at learning by dissecting, but it's a bit harder when some pieces are missing.
Thanks for any help, I appreciate it.
#20
Thanks for your positive feedbacks!
As you know we published Larva Mortus source code like the last one. In case anybody wants the full version of the game, we have a small Twitter action these days. Just join our twitter account: http://twitter.com/rakeingrass and you receive a free registration key.
It's the easiest way how to get the full version of our TGB game :)
We released more than 20 games for Win/Mac/iPhone/PocketPC/Palm/. My English is bad, but next week I plan to start answering game developing/distribution questions on my Twitter account (http://twitter.com/tovy_pt ) so in case you want to ask anything, mail me the question(s) to tovy [AT] 300ad . com. In case it isn't under NDA, I will publish it.
07/02/2009 (3:19 am)
Hi,Thanks for your positive feedbacks!
As you know we published Larva Mortus source code like the last one. In case anybody wants the full version of the game, we have a small Twitter action these days. Just join our twitter account: http://twitter.com/rakeingrass and you receive a free registration key.
It's the easiest way how to get the full version of our TGB game :)
We released more than 20 games for Win/Mac/iPhone/PocketPC/Palm/. My English is bad, but next week I plan to start answering game developing/distribution questions on my Twitter account (http://twitter.com/tovy_pt ) so in case you want to ask anything, mail me the question(s) to tovy [AT] 300ad . com. In case it isn't under NDA, I will publish it.
Torque Owner Tyler Slabinski